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Spells - All

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Spells

Acid Rain
G:70
Deals 30 damage to all Defensive creatures.
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).
Aurora
G:50
Raises the value of all symbols by 20%.
Avalanche
G:150
Deals 30 damage to all creatures in level 5 territories.
Backward
G:20
Target Cepter moves backward instead of forward upon rolling the die.
Banishing Ray
G:70
Destroys target creature.
Bistair
G:100
Deals 40 damage to target creature if user owns a combined total of 5 or more and territories.
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
Burning Hail
G:120
Deals 20 damage to all and creatures.
Capture
G:80
User chooses an item card from target enemy Cepter's hand and steals it.
Changeling
G:100
Transforms 2 of the cards remaining in target enemy Cepter's book into Goblins.
Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.
Cleanse
G:20
Removes Enchantment from target creature (territory). / Doublecast
Comet
G:120+
Lowers level of target enemy territory by 2.
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.
Corruption
G:90
Target enemy Cepter loses (number of symbols owned x10G) magic.
Cramp
G:60
ST-20 to all creatures in target area.
Crusher
G:30
User chooses a non-creature card from target enemy Cepter's hand and destroys it. / Doublecast
Crusher Storm
G:80
Destroys all item cards from all Cepters' hands.
Cure
G:10
Fully recovers target creature's HP.
Debility
G:30
ST=0 to target creature. / Doublecast
Desert Storm
G:80
Prevents changing of levels in any territories in the target area for 2 rounds.
Desolation
G:100
Lowers the level of all level 3 territories by 1.
Disaster
G:100
HP=1/2 to all creatures with MHP of 60 and up.
Disbelief
G:90
All Cepters lose (number of symbols owned x5G) magic.
Dispel Magic
G:10
Removes Enchantment from target Cepter. / Recycles to Book.
Drain Magic
G:80
User steals 30% of target enemy Cepter's magic.
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.
Echo
G:80
Sets user's magic to 50% of target enemy Cepter's magic.
Elemental Rage
G:80
Lowers HP of all creatures whose elements differ from the territories they inhabit by 1/2.
Elevation
G:100
Raises the level of target level 1 territory by 1.
Erosion
G:20
If any card exists more than once across all Cepters' hands, said copies of that card are destroyed.
Escape
G:20
Transports user to nearest vacant land within the area. User cannot roll the die this turn.
Exile
G:100
Returns 1 creature with Enchantment and no summoning conditions to owner's hand.
Fairy Light
G:60
Every round, target Cepter gains (number of cards in hand x10G) magic. Effect ends when target reaches the castle.
Fame
G:80
User gains (own highest-level territory's level x100G) magic.
Fat Body
G:50
MHP+20, ST-20 to target creature. / Doublecast
Fear
G:100
Returns target Cepter's creature with the lowest MHP to their hand.
Feast
G:20
All Cepters gain (number of territories in their possession x50G) magic.
Find
G:20
User draws 1 card. / Adds Find to hand.
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.
Foresight
G:40
User views the top 6 cards in their book, then selects 1 to place in their hand.
Forest Leap
G:20
Transports user to nearest land within the area. User cannot roll the die this turn.
Forfeit
G:70+
Target Cepter's symbols of selected element and area are reverted to magic.
Freeze Cyclone
G:120
Deals 20 damage to all and creatures.
Frost Needle
G:80
Deals 30 damage to target or creature.
Gift
G:50
Target Cepter gains 100G magic and draws a card.
Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.
Grace
G:30
Caster gains 15% of the total value of target Cepter's symbols in magical powers.
Gravity
G:50
All Cepters' next die roll yields a 1.
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 Blight
G:60
Deals 20 damage to all creatures in target area.
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
Iksear
G:100
User draws 6 cards if user owns a combined total of 5 or more and territories.
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast
Incineration
G:10
User gains (number of creatures destroyed thus far x20G) magic, then number is reset.
Influence
G:80
Transforms target territory into its owner's most numerous land type.
Innocence
G:60
Target Cepter is exempt from tolls but cannot invade enemy territories for 2 rounds.
Insect Swarm
G:80
Deals 20 damage to all creatures in target area that have already taken damage.
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.
Lake Leap
G:20
Transports user to nearest land within the area. User cannot roll the die this turn.
Land Drain
G:20
User steals (number of target's possessed territories x20G) magic from target enemy Cepter.
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).
Locust
G:80
Lowers target territory's level by 1.
Lunatic Light
G:70+
Swaps target creature's ST and HP values.
Magic Bolt
G:50
Deals 20 damage to target enemy creature.
Manna
G:0
User gains (lap number x50G) magic.
Mass Growth
G:30
MHP+5 to all creatures (up to a maximum of 100).
Mass Phantasm
G:100
Adds Phantasm to all creatures in target area.
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
Mountain Leap
G:20
Transports user to nearest land within the area. User cannot roll the die this turn.
Mutation
G:40
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.
Pain
G:20
Target enemy Cepter loses 100G magic.
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.
Permission
G:80
User gets clearance from all forts.
Phantasm
G:30
Target creature's HP and MHP cannot be altered by spells or territory abilities.
Plague
G:100
Adds Poison to all creatures in target area.
Plain Leap
G:20
Transports user to nearest land within the area. User cannot roll the die this turn.
Poison Mind
G:20
User views the top 6 cards in target enemy Cepter's book, then selects 1 to destroy. / Doublecast
Polymorph
G:80+
Transforms target creature into a random different creature.
Pressure
G:70
Lowers the value of all symbols by 30%.
Prophecy
G:40
User draws 1 card of specified type from their book.
Punisher
G:100
Deals 20 damage to all creatures in territories with Enchantments.
Quicksand
G:100
Forces any Cepter that steps onto target territory to stop. Effect ends when triggered or after 2 rounds.
Quintessence
G:60
Transforms target territory into a land.
Ray of Law
G:80
Destroys all cards of magic 100G and up from all Cepters' hands.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.
Refresh
G:40
Fully recovers HP of all creatures in target area.
Refuge
G:0+
User gains 80G magic. / Adds Refuge to hand.
Reincarnation
G:50
User discards all cards from current hand and draws an equal number of new cards from their book. / Doublecast
Reinforce
G:60
ST+10 to all creatures in target area (up to a maximum of 100).
Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Replace
G:120
Exchanges target creature with another from its owner's hand.
Revelation
G:50
Adds Enlightenment to user for 2 rounds.
Revival
G:70+
Target Cepter's book is reverted to the state it was in when the game began.
Revolt
G:70
MHP=40 to all creatures with Enchantments and MHP of 30 and under.
Rouetsoleil
G:80+
User steals 50% of a random opponent Cepter's magic.
Scourge
G:80
Decreases magic of all Cepters with Enchantments by 30%.
Sculpture
G:150+
Transforms all creatures in target area with MHP of 30 and under into Statues.
Selection
G:70
Deals 20 damage to all creatures with territory abilities.
Selenear
G:100
User gains 500G if user owns a combined total of 5 or more and territories.
Senility
G:100
Target creature is destroyed at Battle End.
Shrink
G:20
ST & MHP-10 to target enemy creature.
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.
Sink
G:160
Transforms target territory into a land.
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.
Sonic Wave
G:70
Deals 20 damage to all creatures with Attacks First ability.
Soul Hunt
G:10
User gains (target creature's MHP x5G) magic if target creature is destroyed by a spell or territory ability.
Spartoi
G:40+
Places a Skeleton on a random vacant land.
Spirit Walk
G:20
Target creature can travel to any vacant land within the area when moving.
Squeeze
G:50
User chooses a card from target Cepter's hand and destroys it. / Target Cepter gains 150G magic.
Subsidence
G:120
Lowers level of target enemy Cepter's highest-level territory by 1.
Suppression
G:100
User selects one spell card from target Cepter's hand, then destroys all instances of this card in all Cepters' hands and books.
Telegnosis
G:60
Adds Enlightenment to user until next round. / Recycles to Book.
Telekinesis
G:100
Moves target creature 1 space.
Teleport
G:10
Transports user to nearest special land (fort, temple, etc.). User cannot roll the die this turn.
Temperance
G:70
MHP=30 to target creature.
Tempest
G:200+
Deals 20 damage to all creatures.
Terrair
G:100
Target territory's level becomes 1 if user owns a combined total of 5 or more and territories.
Theft
G:80
User chooses a spell card from target enemy Cepter's hand and steals it.
Time Tide
G:40
Returns ability values of all creatures in target area to the original values on their cards.
Tough Song
G:30
Protection: HP+20 for 4 rounds.
Trade
G:100
User chooses and exchanges equal-level territories owned by user and target enemy Cepter.
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.
Upheaval
G:160
Transforms target territory into a land.
Venomous Boil
G:80
Deals 30 damage to target or creature.
Wall Transform
G:80
Transforms target creature into a predetermined Defensive creature of the same element.
Waste
G:70
Target enemy Cepter's creature and item cards cost double magic until target reaches the castle.
Weathering
G:160
Transforms target territory into a land.
Wild Growth
G:160
Transforms target territory into a land.
Wind of Hope
G:40
User draws 2 cards from their book.
Word of Recall
G:80+
Transports target Cepter straight to castle. User cannot roll the die this turn.
Zap
G:30
Deals 10 damage to target creature. / Doublecast
Zeromn
G:100
User chooses 1 effect among 7 possible choices.

Last Updated on Wednesday, 15 May 2013 08:48

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