Casting Effects
Within the game are various unique effects that occur when casting your Spells. These effects will always be expressed in the respective Spell's description and tooltips.
Here you will find a list of those effects and their corresponding Spells & Items.
Description
This effect will cast a Spell without costing Dice and spends a Charge.
Also targets Unrestorable Spells.
Void
- Darkstar: Autocast when an Attack Spell is played: Deal 2 Damage to a Random Target.
- Upgrade A: Autocast when a Defense spell is played.
- Upgrade B: Provides Infinite Charges.
Artifacts
Description
This effect will remove all Charges from the affected Spell.
Earth
- Emanate: Deplete target Spell of all charges: Deal 3 Damage to Front enemy for each Charge removed.
- Upgrade A: Increase Damage dealt per Charge removed by 3.
- Upgrade B: Convert Countdown Socket to Even Socket.
- Morphosis: Deplete target Spell: Gain 1 Power for each Charge removed.
- Upgrade A: Increase Power gained per Charge removed by 1. Increase Countdown cost to 12.
- Upgrade B: Add 1 Charge to spell permanently. Convert Countdown Socket to Mana Socket.
- 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 spell permanently.
Artifacts
Description
This effect triggers when the respective Spell reaches 0 Charges.
Effects that would Increase Charges on an already Depleted Spell will allow you to trigger the respective Spell's Depleted effect again.
Fire
Water
- Chill Core: Gain 3 Block. When Depleted: Apply 3 Weak to all enemies.
- Upgrade A: Increase Weak applied by 2.
- Upgrade B: Add 1 Charge to spell permanently. Increase base Block gained by 3.
Earth
- Bloom Bolt: Deal 4 Damage to Target enemy. Increase Damage dealt by 2 for each valued die rolled this combat.
- Upgrade A: Increase Damage gained per rolled by 2.
- Upgrade B: When Depleted: Roll a dice valued from to .
- Oaken Self: Gain + Block.
- Upgrade A: When dice spent equal to a sum of 10 or more: Roll a die valued from to .
- Upgrade B: When Depleted: Gain 1 Blessing.
- Rockslide: Deal Damage to Target Enemy where X is the value of the die spent to cast. When Depleted: Roll a die valued at .
- Starter Spells do not have upgrades.
Artifacts
Rituals
Runes
Description
This effect counts every Dice inserted into the respective Socket, using the total amount of Dice upon casting as an integer for the condition.
Using any item or method other than Dice to cast these Spells will not trigger the effect.
Fire
- Blaze: Deal 4 Damage to Target enemy. Increase by 2 for each Dice spent.
- Starer Spells don't have upgrades
- Meteor: Deal 24 Damage to Target enemy. Decrease by 2 for each Dice spent.
- Upgrade A: Increase base Damage by 8.
- Upgrade B: Spending Dice no longer decreases Damage dealt.
- Pyre: Gain 4 Block. If 4 or more Dice are spent to cast: Gain 2 Power
- Upgrade A: Increase base Block gained by 4.
- Upgrade B: Increase Power gained by 1.
- Roaring Embers: Deal 2 Damage to Target enemy. Increase by 4 for each Dice Spent.
- Upgrade A: Increase Damage per Dice spent by 2, for a total of 6.
- Upgrade B: Add 2 Charges to spell permanently.
- Searing Heat: Apply 2 Weak to Target enemy. Increase by 1 for each Dice spent.
- Starer Spells don't have upgrades
- Wildblaze Orb: Deal 4 Damage to a Random enemy. Hit once for each Dice Spent.
- Upgrade A: Increase base Damage dealt by 2, for a total of 6 per hit.
- Upgrade B: Add 3 Charges to spell and Convert Charges to Unrestorable permanently.
Description
This effect will deal a specified amount of Damage with each strike where X is the amount of strikes notated in the Spells description.
Status Effects that would increase Damage dealt will count towards each strike.
Fire
- Bombard: Deal Damage 2 times to Rear opponent.
- Upgrade A: Deal Damage 3 times.
- Upgrade B: Increase Mana Socket to accept Dice valued from to .
Water
- Diminishing Blade: Deal 8 Damage to Target enemy 2 times. Decrease Damage of this spell by 2 for the remainder of this combat.
- Upgrade A: Hit 3 times per cast. Increase Socket Cost from 6 to 8.
- Upgrade B: Increase base Damage dealt by 4. Add 1 Charge to spell permanently.
- Inner Storm: Deal Damage to a Random Enemy 2 times, where X is the value of the Dice spent to cast.
- Upgrade A: Add 2 Charges to Spell permanently.
- Upgrade B: Gain Block where X is the value of the Dice spent to cast.
Earth
- Earth Bane: Deal Damage to Target enemy, where X is the value of the die spent to cast. When spending a valued die, gain 1 Barrier.
- Upgrade A: Increase base Damage by 3. Add 1 Charge to spell permanently.
- Upgrade B: Hits twice.
- Pox Flare: Deal 6 and apply 1 Pox to Target enemy.
- Upgrade A: Increase base Pox applied by 1.
- Upgrade B: Hits Twice. Remove 1 of this spell permanently.
- Spirit Arrows: Deal 1 Damage to a Random enemy times where X is the value of the die spent to cast.
- Upgrade A: Increase Mana Socket to accept die valued from to .
- Upgrade B: Add 1 Charge to spell permanently.
- Wild Strikes: Deal 3 Damage 3 times to Front enemy.
- Upgrade A: Increase base Damage dealt per hit by 5.
- Upgrade B: Hit a total of 5 times. Increase Countdown cost from 8 to 13.
Description
This effect triggers when killing an enemy that is not considered a Summon.
Fire
Earth
- Growing Blade: Deal 7 Damage to Target enemy. If Lethal: Permanently Increase Damage of this Spell by 1.
- Upgrade A: Convert Countdown Socket to Mana Socket.
- Upgrade B: Add 1 Charge to spell permanently.
- Killshot: Deal 7 Damage to Target Enemy. If attack is Lethal: Roll a dice valued from to .
- Upgrade A: Roll 2 dice valued from to .
- Upgrade B: Increase base Damage dealt by 5.
Void
Description
A dice symbol with an in the Spell's description will use the value of the dice spent to cast as its integer.
Fire
- Charcoal Dagger: Deal Damage and apply 1 Rupture to Target enemy, where X is the value of the die spent.
- Upgrade A: Add 2 Charges to Spell permanently.
- Upgrade B: Increase Rupture applied from 1 to 2
- Cinder Swipe: Deal Damage to Target enemy, where X is the value of the dice spent to cast. If target is attacking: Reroll Dice.
- Upgrade A: Increase Mana Socket to accept Dice valued from to .
- Upgrade B: Increase base Damage by 3.
- Inferno: Deal Damage to Target enemy, where X is the value of the spent die. Gain 1 Banefire.
- Upgrade A: Increase Banefire gained from 1 to 3. Reduce Socket to accept dice valued only from to .
- Upgrade B: Increase base Damage by 4.
- Sunshield: Gain Block where X is the value of the die spent to cast. Gain 1 Radiant.
- Upgrade A: Increase Radiant gained from 1 to 2.
- Upgrade B: Increase Socket to accept dice valued from to . Add 1 Charge to spell permanently.
Water
- Aqua Fortis: Gain Block where X is the value of the dice spent to cast.
- Starter Spells do not have upgrades.
- Arctic Point: Deal Damage to Target enemy, where X is the value of the dice spent to cast. Reroll lowest unspent Die.
- Upgrade A: Increase base Damage by 4.
- Upgrade B: Add 2 Charges to spell permanently.
- Chemical Reaction: Remove Poison on Target Unit where X is the value of the dice spent to cast. Apply 2 Weak for each Poison stack removed.
- Upgrade A: Increase Weak applied per Poison removed from 2 to 3.
- Upgrade B: Increase Mana Socket to accept Dice valued from to .
- Chilling Touch: Deal x2 Damage to Target enemy, where X is the value of the dice spent to cast.
- Starter Spells do not have upgrades.
- Crashing Wave: Deal + Damage to All enemies, where X is the value of the dice spent to cast.
- Upgrade A: Increase base Damage dealt by 4.
- Upgrade B: Add 2 Charges to spell permanently.
- Encase Azur: Holds Dice until next turn. End of Turn; Gain Block where X is the value of the Held die.
- Upgrade A: Convert Single Mana Socket to Dual Mana Socket.
- Upgrade B: Gain X Delayed Block where X is the value of the Held die.
- Frost Ray: Deal Damage to Target enemy, where X is the value of the dice spent to cast.
- Starter Spells do not have upgrades.
- Ice Spear: Deal Damage to Target enemy, where X is the value of the dice spent to cast.
- Starter Spells do not have upgrades.
- Inner Storm: Deal Damage to a Random Enemy 2 times, where X is the value of the dice spent to cast.
- Upgrade A: Hits one additional time, for a total of 3.
- Upgrade B: Gain Block where X is the value of the dice spent to cast.
- Multi Jet: Deal Damage to both Front and Rear Enemy where X is the value of the dice spent to cast.
- Upgrade A: When spending a , Roll an "Even" valued die
- Upgrade B: Deal 2x Damage instead.
- Overchill: Gain + 1 Block where X is the value of the die spent to cast.
- Replenish Azur: Gain Block where X is the value of the die spent to cast. Reroll spent die.
- Upgrade A: Increase Mana Socket to accept Dice valued from to .
- Upgrade B: When Gaining Foresight: Add 1 Charge to this spell for one turn.
- Sea Ward: Gain 2x Block where X is the value of the die spent to cast.
- Upgrade A: Convert to 3x Block.
- Upgrade B: Gain Fury where X is the value of the die spent to cast.
- Hydroclasp: Gain Block where X is the value of the dice spent to cast.
- Starter Spells do not have upgrades.
- Tether Azur: Holds Dice until next turn. End of Turn; Deal Damage to Front enemy, where X is the value of the Held die.
- Upgrade A: Increase base Damage dealt by 6.
- Upgrade B: Convert Single Mana Socket to Dual Mana Socket.
Earth
- Cultivate Might: When spending Odd valued Dice: Gain Block where X is the value of the die spent to cast. When spending Even valued Dice: Gain 1 Power.
- Upgrade A: Increase base Block gained by 3.
- Upgrade B: Increase Mana Socket to accept Dice valued from to .
- Earth Spike: Deal +1 Damage to Front Enemy where X is the value of the die spent to cast.
- Starter Spells do not have upgrades.
- Earthquake: Deal Damage to All enemies where X is the value of the die spent to cast.
- Earthsong: + 1 Value to Target Dice.
- Signature Spells do not have upgrades.
- Fleeting Might: Gain Power where X is the value of the die spent to cast. Receive Drain where X is the value of the die spent to cast.
- Upgrade A: Increase Socket to accept Dice valued from to .
- Upgrade B: Increase base Power gained by 1.
- Force of Nature: When spending Odd valued Dice: Deal Damage to Target enemy. When spending Even valued Dice: Gain Block. (where X is the value of the die spent to cast)
- Upgrade A: Apply 2x multiplier to both Damage and Block effects.
- Upgrade B: Remove "Odd" & "Even" condition, applying both Block and Damage with a single die.
- Gleaming Exterior: Gain Block where X is the value of the dice spent to cast.
- Upgrade A: Gain 2x Block.
- Upgrade B: Add 1 Charge to spell permanently.
- Rockslide: Deal Damage to Target Enemy where X is the value of the die spent to cast. When Depleted: Roll a die valued at .
- Starter Spells do not have upgrades.
- Spirit Arrows: Deal 1 Damage to a Random enemy times where X is the value of the die spent to cast.
- Upgrade A: Increase Mana Socket to accept die valued from to .
- Upgrade B: Add 1 Charge to spell permanently.
- Spring to Action: Gain Block where X is the value of the die spent to cast. Start of 1st Turn: Gain 1 Power.
- Upgrade A: Gain 2x Block. Remove 1 Charge permanently.
- Upgrade B: Increase base Power gained by 2.
- Tremor: Deal Damage to Target enemy, where X is the value of the die used to cast.
- Starter Spells do not have upgrades.
Void
Artifacts
- Seashell Wand: Every 3rd Turn~ Autocast rightmost playable Spell, using highest possible value for Socket cost and Dice effects.
- Demonic Seal: Start of each turn: gain Demonic Gift. Demonic Gift: When a Dice rolls , apply 1 Rupture to all enemies. is chosen at random each turn.
- Prejudice: Cast 10 Spells: Enchant a Random Dice with Icy. When Spent in a Spell, Gain Fury where X is the value of the Enchanted die.
Rituals
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