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.
Sacrifice yourself to give every enemy player a random minor Curse.
You die if you are alive, then if you tried to die, you give each other player a random Curse from the generic Lesser Curse-givers pool. (A random Curse is decided independently for each player.)
You don't "try to die" if you have (Dark) Spell Immunity, though you do if you have any death blocker activate to prevent your death.
The detonations occur in the following order from top to bottom:
Effects are detonated with the following preset order as the primary order decider, and secondarily by join order: Smoking A Harmless Cigar, Living Bomb, Volatile Zombie, Defective Turret, BOOM-erang.
The Explosive Sheep Neutral Effect is not directly affected by Detonation.
The space you are on immediately before an explosive explodes will be used to determine the space your explosives explode on rather than the space you are on at the moment Detonation is used.
Spider Mine doesn't scuttle towards the nearest player before detonating.
You (and only you) are treated as killing players who die directly due to an explosion caused by Detonation.
If you detonate your own effect and kill a player, you won't be treated as killing them twice.
Items in non-player inventories cannot be directly affected by Detonation. (However, a BOOM-erang item inside a BOOM-erang Debuff can indirectly be affected.)
Set/released explosives are essentially stored in their connected remotes, so they only detonate during the detonation of their remotes. (Note that they do explode on the space stored in the remote rather than on the space of the player with the remote.) Also, remotes are "detonated" even if a connected explosive does not exist; the remotes are simply removed from the game in this case. This applies to ACME TNT Detonator, Frost Mine Activator, Glue Mine Activator, and Sheep Activator.
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.
Fire a burning laser back or forward, destroying up to 2 random items per player hit. Range: 20 spaces.
Choose to "shoot a laser" 20 spaces forwards or backwards; all other players on your space and within 20 spaces of you in the chosen direction each have 2 random items burned.
Mark a player for death. All players get a skill to kill the target if they stand on the same space. All players lose this skill when someone uses it to kill the target.
Target any player; give them a Mark Of Death Debuff.
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.
All players on the first 25 prime numbered spaces move back an amount of spaces equal to their space number's placement in the list of prime numbers, with 2 having the 1st placement and 97 having the 25th placement; players on prime numbered spaces over 97 move back 25 spaces.
Place a magical blessing upon a player that lasts 6 turns. When a player with this blessing gets killed by another player, they block the death and the murderer dies.
Teleport to a space within 15 spaces of you that has no other players on it.
Choose an amount of spaces from -15 to 15; move forward the same amount of spaces (unless this would directly cause you to move onto the space of another player, in which case you don't move.)
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. (Has 3 Charges)
Target any player; give them Life Shield for 3 turns.
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.
Choose a space; start a Life Ward Global Effect locked onto the chosen space.
Life Ward Spell can be used to revive a chosen fossil in player inventory and Life Ward (effect) will revive all fossils from players within range.
Conjure 4 magic runes within 15 spaces of a target player. You then have 2 turns to activate these runes to send anyone who stands on top of a rune 12-19 spaces forward.
Target any player: You gain an Activate Runes Of Guidance skill for 2 turns that is connected to runes that are created on 4 random spaces within a 15-space radius of the target.
Magically save a player's current space. For 6 turns, they cannot move behind their current space. This spell protects them from a maximum total movement of 50 spaces.
Target another player; give them a Save Point Buff for 6 turns that is locked onto their current space.
Cast a spell of justice! The player who is leading moves 15 spaces back. The player who is at the back moves 15 spaces forward.
The player on the highest space moves 15 spaces back, while the player on the lowest space moves 15 spaces back.
If every player in the game is on the same space, this spell does nothing.
If 2 or more players are tied for first, only 1 player randomly selected from them will move 15 spaces back. If 2 or more players are tied for last, only 1 player randomly selected from them will move 15 spaces forward.
Cast a spell of wealth! All other players gain Rupees equal to 50% of your Rupees. (Max 100 Rupees) You gain double that amount.
All other players gain an amount of Rupees equal to 50% of your current Rupees (max. 100), while you gain an amount of Rupees equal to 100% of your current Rupees (max. 200).
Start summoning a wormhole. While channeling, you skip 3 turns. If the spell completes, you move forward 55 to 75 spaces. Channeling is interrupted by moving and death.
Blind, Burden, Curse Of Cold, Curse Of Relativity, Curse Of Resurrection, Curse Of Riches, Cursed Wounds, Death, Deny, Disarm, Doom, Evil Barrier, Inverted Dice, Life Link, Liquidize, Living Bomb, Mark For Death, Polymorph, Scare, Shatter, Slow, Spellsteal, Steal Item
Blessing Of Vengeance, Cards Of Fate, Defensive Barrier, Empowered Dice, Energize, Focus, Guardian, Life Shield, Momentum, On Love's Wings, Remove Curse, Revive, Runes Of Guidance, Save Point, Soul Speed, Speed Boost, Spell Reflect, Spell Shield
Spell reflectors and redirectors work vs. a player-cast spell by completely blocking a cast spell's effect and then making the player with the reflector/redirector cast a new spell (or up to 2 new spells for Ley Prism) with the same name (and effect) as the blocked spell.
Spells cast with reflectors and redirectors bypass Silenced.
Reflecting or redirecting Life Link can still end up with both you and the original caster linked under the Debuff.
If activating vs. a player-cast Spell, a Spell cast with reflectors and redirectors can trigger any relevant spell-triggered effects and can apply piercing effects.
If activating vs. a non-player-cast Spell, see below under In-Event Non-Player Spellcasting.
In the following events, players can "cast" specific spells. (Doing this will not trigger any spell-triggered effects, though it should be noted that Silenced blocks "casting" an in-event Spell. Magical Mind can bypass Silenced in such a case, though it won't bypass being Incapacitated/Disarmed.) Most (but not all) of these events allow doing this with any Spell item/skill charged with an applicable spell.
The below events involve Spells being cast by non-players; these can trigger all forms of spell immunity and spell protection and effects like Magic Affinity and Amethyst Necklace.
While Spells cast in the listed events are quite similar to Spells cast by players, they are distinct from them; when they are reflected or redirected, the newly "cast" Spell can trigger spell immunity or spell protection but will not activate any other spell-triggered effects. However, if such a Spell is redirected to another player who then reflects or redirects it, the newly cast Spell can trigger ANY relevant spell-triggered effects.
The Cursed Gate in the Archaeology Dig is somewhat like the events listed above; it can trigger spell immunity and some (but not all) forms of spell protection, and it won't activate any spell-triggered effects when reflected. However, it cannot trigger other spell-triggered effects like Magic Affinity and Amethyst Necklace.
If Silenced blocks a Spell, no spell-triggered effects activate.
If a piercing effect accompanies your Spell, no form of spell protection triggers, though other spell-triggered effects may still trigger (including a form of spell immunity.)
If any form of spell immunity or spell protection triggers for a targeting spell, no effects later in the order trigger, though any effects before it in the order may still trigger. If any form of spell immunity triggers for a non-targeting spell, the player it triggered for is not considered to be "affected" for an effect like Rylai's Crystal Scepter.
If you would target yourself with a Spell which you normally cannot target yourself with (e.g. On Love's Wings with V-Card), Cast-Triggered and Target-Triggered effects do not activate.
For interactions with spells in events, see above under In-Event Player Spellcasting and In-Event Non-Player Spellcasting.