Charges
Spells have a limited amount of casts per turn. This amount is notated by a stack of Charges shown on the Spell to the right of the Spell's graphic. Charges, most of the time, will be Restored at the start of a new turn, with the exception of Unrestorable spells. There are several ways in the game to increase the charges of a spell, whether pernamently from an upgrade or temporarily from the effect of another spell or item. There are even ways to cast spells without spending a charge at all. Other, more unique Charge effects will be specified in detail with the respective Item's tooltip.
Restorable
The most common type, these Charges will replenish at the start of each turn.
Unrestorable
These Charges will not replenish between turns; the amount of charges represents how many casts you have available for one full combat sequence.
Temporary
These are added to a Spell's Charge count through other sources. If they are not used, they will be removed upon ending your turn.
No Charges
Some Spells, particularly Hold Spells, have no charges at all, but instead are cast through special conditions.
The visual representation of Charges is removed from the Spell's graphic altogether in this case.
Infinite Charges
Some Spells, currently only Darkstar when upgrading it with the B path, have an Infinite amount of Charges, and can be cast as many times as possible within each turn.
The visual representation of Charges is removed from the Spell's graphic altogether in this case.
These Items will increase the amount of Charges on a Spell.
Charges can be increased above a Spell's base maximum.
If a Spell's charges go above its base maximum; surplus charges will be removed upon ending your turn.
- Water Vortex: On Even die spent: Gain 1 Barrier. On Even die spent: Gain 1 Power.
- Upgrade A: Gain 1 Concoction.
- Upgrade B: Increase base Power gained by 1. Increase base Barrier gained by 1. Increase Socket cost to accept dice valued from to .
- Mend Magic: Add 1 Charge to Target Spell for one turn.
- Spirit of the Forest: When dice spent equal to a sum of 10: Gain 4 Power. When dice spent equal to a sum of 12: Add 1 Charge to all other Spells.
- Upgrade A: Increase base Power gained by 2.
- Upgrade B: Instead, Add 2 Charges to all other Spells for one turn.
- Lathspell: When spent in a Spell~ Restores Charges to the respective Spell where X is the value of the enchanted die, then remove enchantment.
These Items will decrease the amount of Charges on a Spell.
- Transfigure: Deplete Target Spell of all Charges: Gain 3 Block for each Charge removed.
- Upgrade A: Increase Block gained per Charge removed by 2.
- Upgrade B: Add 3 Charges to Transfigure permanently.
- Diminishment: Every X turns~ Remove 1 Charge from specified spell(s).
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