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Spells

Spells

Acid Rain Normal Attack
G:80
Deals 20 damage to all Plant creatures in the target area.
Anti-Element Strange Attack
G:40
Target creature cannot receive land effect.
Aports Normal Movement
G:60
Moves target Cepter to user's location.
Armor Smith Rare Other
G:30
Transforms a card in target Cepter's hand into a random Armor card.
Babble Strange Attack
G:10
For 6 rounds, target Cepter cannot use shops and temples.
Backward Normal Movement
G:30
Target Cepter moves backward instead of forward upon rolling the die.
Balance Strange Attack
G:20
Each Cepter gains G= (ranking x lap number x30G).
Barricade Strange Other
G:80
For 3 rounds, the tolls of user's lands are increased by 30%.
Barrier Normal Defense
G:40
For 6 rounds, target Cepter cannot be targeted by spells (except for spells which remove effects)
Bind Normal Attack
G:50
Target Cepter skips 1 round.
Binding Mist Normal Attack
G:20
Adds "Paralysis" to target creature.
Camouflage Strange Other
G:30
Target creature receives land effect from lands of any element.
Catastrophe Rare Attack
G:400
Lowers HP of all creatures by 1/2.
Changeling Rare Attack
G:100
Turns 3 cards in target enemy Cepter's deck into Goblins.
Chaos Panic Strange Other
G:40
Adds "Backward" to all Cepters.
Chariot Strange Other
G:30
Moves target creature belonging to user 2 spaces.
Corruption Rare Attack
G:150
Target enemy Cepter loses (number of symbols owned x5G) magic.
Cure Normal Defense
G:5
Fully recovers target creature's HP.
Death Cloud Strange Attack
G:80
Deals damage = 30% of HP to all Air creatures in the target area.
Dimension Door Normal Movement
G:40
Random teleports target Cepter (user cannot use die this round).
Dispel Magic Normal Defense
G:10
Removes effect from target Cepter.
Drain Magic Strange Attack
G:80
User steals 30% of target enemy Cepter's magic.
Drought Strange Other
G:50
Level of target territory cannot be changed.
Earth Shaker Rare Attack
G:400
Lowers the level of all territories to 1.
Evil Blast Rare Attack
G:100
Deals 30 damage to target enemy creature.
Fire Explosion Strange Attack
G:80
Deals damage = 30% of HP to all creatures in the target area.
Fly Normal Movement
G:30
User rolls 2 dice for movement this round.
Fog Normal Movement
G:50
Toll of target territory is 1/2.
Forest Leap Rare Movement
G:40
Transports user to nearest Earth land within the area. User cannot roll the die this turn.
Grace Normal Other
G:10
Caster gains 10% of the total value of target Cepter's symbols in magical powers.
Growth Body Normal Defense
G:30
HP+10 to target creature (up to a maximum of 80).
Haste Normal Movement
G:50
Locks target Cepter's die roll to 6-8 for 3 rounds.
Haunt Rare Other
G:40
For 1 round, target Cepter becomes AI-controlled.
Holy Blight Normal Attack
G:80
Deals 20 damage to all Undead creatures.
Holy Word 0 Strange Movement
G:40
Target Cepter's next die roll yields a 0.
Holy Word 1 Normal Movement
G:30
Target Cepter's next die roll yields a 1.
Holy Word 2 Normal Movement
G:20
Target Cepter's next die roll yields a 2.
Holy Word 3 Normal Movement
G:20
Target Cepter's next die roll yields a 3.
Holy Word 6 Normal Movement
G:20
Target Cepter's next die roll yields a 6.
Holy Word X Normal Movement
G:20
Target Cepter's next die roll yields a 10.
Ice Storm Strange Attack
G:80
Deals damage = 30% of HP to all Fire creatures.
Insect Swarm Strange Attack
G:80
Deals 20 damage to all creatures in target area that have already taken damage.
Judgement Rare Attack
G:80
Target enemy Cepter or caster (2:1 chance) loses 80% of G.
Jump Normal Movement
G:20
Transports user to the nearest land he owns within the area. User cannot roll the die this turn.
Lake Leap Rare Movement
G:40
Transports user to nearest Water land within the area. User cannot roll the die this turn.
Land Protection Normal Defense
G:30
Target territory cannot be targeted by spells (except those that dispel effects).
Land Transfer Strange Other
G:10
Releases target territory from user's control and reverts it to magic.
Life Force Rare Other
G:80
Target Cepter cannot cast spells, but summons creatures at 1/2 normal cost.
Life Stream Rare Defense
G:80
Fully recovers HP of all user's creatures.
Locust Strange Attack
G:100
Lowers target territory's level by 1.
Magic Bolt Normal Attack
G:50
Deals 20 damage to target enemy creature.
Magic Dice Rare Movement
G:40
Locks target Cepter's die roll to 5-6 for 3 rounds.
Manna Normal Other
G:10
User gains (lap number x50G) magic.
Meteor Rare Attack
G:300
Lowers target territory's level to 1.
Mind Blast Strange Attack
G:50
Every round, target Cepter 5G. Effect ends when target reaches the castle.
Mind Seeker Rare Attack
G:20
User sees 6 cards from target Cepter's book and chooses 1 to steal.
Mine Normal Attack
G:20
The first Cepter to stop on the territory enchanted by this effect loses 50% of G.
Mountain Leap Rare Movement
G:40
Transports user to nearest Fire land within the area. User cannot roll the die this turn.
Mutation Strange Defense
G:30
HP+20 to target creature (up to a maximum of 80). / Adds Poison.
Omnipotent Extra Other
G:80
User chooses 1 of 7 Shrine effects.
Permission Normal Other
G:100
User gets clearance from all forts.
Phantasm Strange Attack
G:80
Target creature's HP cannot be altered by spells.
Plain Leap Rare Movement
G:40
Transports user to nearest Air land within the area. User cannot roll the die this turn.
Poison Mist Normal Attack
G:20
Adds Poison to target creature.
Pressure Normal Attack
G:50
Lowers the value of all symbols by 30%.
Raise Dead Strange Other
G:50
Returns last destroyed creature to user's hand.
Remove Curse Normal Defense
G:10
Removes effect from target creature (territory).
Reincarnation Strange Other
G:10
User discards all cards from current hand and draws 6 new cards from their book.
Revival Normal Other
G:20
Target Cepter's book is reverted to the state it was in when the game began.
Shatter Normal Defense
G:20
User chooses an item card from target enemy Cepter's hand and destroys it.
Silence Strange Attack
G:60
Prevents target enemy Cepter from using creature cards for 2 rounds.
Sink Rare Other
G:150
Transforms target territory into a Water land.
Slow Normal Movement
G:50
Locks target Cepter's die roll to 1-3 for 3 rounds.
Snatch Strange Attack
G:50
User steals a random card from target enemy Cepter's hand.
Solitude Normal Attack
G:30
Target creature cannot receive support effect.
Soul Steal Rare Other
G:40
User receives 50G for each creature destroyed for 3 rounds.
Squeeze Strange Defense
G:50
User chooses a card from target Cepter's hand and destroys it. / Target Cepter gains 150G magic.
Swap Spell Strange Other
G:50
User exchanges hands with target Cepter.
Telekinesis Rare Other
G:80
Moves target creature 1 space.
Teleport Normal Movement
G:10
Teleports user to closest special land (user cannot use die this round).
Tempest Rare Attack
G:200
Deals 20 damage to all creatures.
Thunder Storm Strange Attack
G:80
Deals damage = 30% of HP to all Earth creatures in the target area.
Time Bomb Strange Attack
G:20
Target territory explodes 3 rounds later, Cepters within 1 square lose 50% of G.
Unsummon Rare Attack
G:300
Returns target creatures to its owner's hand.
Upheaval Rare Other
G:150
Transforms target territory into a Fire land.
Waste Strange Attack
G:60
Target enemy Cepter's cards cost double magic until target reaches the castle.
Weakness Normal Attack
G:20
ST=0 to target creature.
Weapon Smith Rare Other
G:30
Transforms a card in target Cepter's hand into a random Weapon card.
Weathering Rare Other
G:150
Transforms target territory into a Air land.
Wild Growth Rare Other
G:150
Transforms target territory into a Earth land.
Wind of Hope Strange Other
G:30
User draws 2 cards from their book.
Wizard Eye Normal Other
G:10
User views the top 6 cards in target Cepter's book.
Word of Recall Strange Movement
G:80
Transports user straight to castle. User cannot roll the die this turn.

Last Updated on Wednesday, 15 May 2013 12:48

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