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Spells - Single-Enchant

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Spells

Anti-Element
G:60
Target creature cannot receive land effect.
Anti-Magic
G:50
Neutralizes the next spell or territory ability that targets target Cepter (except those that dispel Enchantments).
Backward
G:20
Target Cepter moves backward instead of forward upon rolling the die.
Blackout
G:40
Target enemy Cepter cannot claim tolls for 2 rounds.
Brave Song
G:30
Protection: ST+20 for 4 rounds.
Bulimia
G:50
Destroys a single card at random from hand of target creature's owner at Battle End. / Doublecast
Conspiracy
G:50
User can summon creatures for no magic cost if creatures of higher cost are already in play. Lasts until user reaches the castle.
Dream Terrain
G:40
User gains 50% of tolls collected by other Cepters until user reaches the castle.
Drought
G:50
Level of target Cepter's lands cannot be changed for 3 rounds.
Fairy Light
G:60
Every round, target Cepter gains (number of cards in hand x10G) magic. Effect ends when target reaches the castle.
Fistfight
G:50
No effects or abilities can be used during battle on the target territory. / Doublecast
Float
G:30
Target Cepter's die roll yields a 5 for 2 rounds.
Fog
G:50
Decreases target territory's toll value by 1/2.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10
Haste
G:50
Locks target Cepter's die roll to 6-8 for 2 rounds.
Hold Curse
G:40
Target Cepter's territories with Enchantments cannot be targeted by Enchantment spells or Enchantment territory abilities for 8 rounds.
Holy Asylum
G:70
Target creature's HP and MHP cannot be altered by spells or territory abilities. / Territory level cannot be lowered.
Holy Word 0
G:30
Target Cepter's next die roll yields a 0.
Holy Word 1
G:20
Target Cepter's next die roll yields a 1.
Holy Word 2
G:10
Target Cepter's next die roll yields a 2.
Holy Word 3
G:10
Target Cepter's next die roll yields a 3.
Holy Word 6
G:10
Target Cepter's next die roll yields a 6.
Holy Word 8
G:30
Target Cepter's next die roll yields an 8.
Hunter's Song
G:10
Protection: Target Cepter gains 200G magic for every creature they destroy in battle for 4 rounds.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast
Innocence
G:60
Target Cepter is exempt from tolls but cannot invade enemy territories for 2 rounds.
Land Protection
G:80
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).
Liquid Form
G:20
In battle, target creature's ST & HP= (random value between 10-70).
Mesozoic Song
G:50
Protection: Transforms into Tyrannosaurus for 3 rounds.
Mimicry
G:50
Target creature receives land effect from lands of any element. / Doublecast
Mutation
G:40
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.
Phantasm
G:30
Target creature's HP and MHP cannot be altered by spells or territory abilities.
Quicksand
G:100
Forces any Cepter that steps onto target territory to stop. Effect ends when triggered or after 2 rounds.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.
Revelation
G:50
Adds Enlightenment to user for 2 rounds.
Senility
G:100
Target creature is destroyed at Battle End.
Silence
G:70
Prevents target enemy Cepter from using creature cards for 2 rounds.
Simulacrum
G:40
Target creature neutralizes all non-scroll attack damage in battle. User loses (amount of neutralized damage x3G) magic.
Sinking Song
G:40
Protection: Deals only 1/2 damage to all creatures for 3 rounds.
Slow
G:20
Locks target Cepter's die roll to 1-3 for 2 rounds.
Soul Hunt
G:10
User gains (target creature's MHP x5G) magic if target creature is destroyed by a spell or territory ability.
Spirit Walk
G:20
Target creature can travel to any vacant land within the area when moving.
Telegnosis
G:60
Adds Enlightenment to user until next round. / Recycles to Book.
Tough Song
G:30
Protection: HP+20 for 4 rounds.
Trespass
G:60
For two rounds caster gains the other Cepters' castle bonus.
Triumph
G:20
User's next lap bonus is increased to 1.5x. Effect ends when user reaches the castle.
Waste
G:70
Target enemy Cepter's creature and item cards cost double magic until target reaches the castle.

Last Updated on Wednesday, 15 May 2013 08:48

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