Amulet of spell
Amulet of spell
The most important of all the cards, as it is the core of the magic - you need to own one to be able to make any spell.
Creates an altar, which when activated starts the spell from the Section 2. In Section 2 you can only use spell with Enchant Card.
Creates area effect with a range of 4m.
Spell only works in the area around the player.
Creates effect on target with 2% Strength bonus. Will not target caster if the spell has a negative effect and an Enchant Card is placed in Section 1.
Expels missile with a 2m/s velocity.
The more cards you use, the more velocity the missile will have.
Summon creature on 3rd level for 60s.
The more cards you use, the higher level the summoned creature will have.
Set up the traps for 60s.
You can use only one card. It's best to use the trap in Section 1, while having a spell that will be casted after an enemy enter the trap in Section 2.
Changes the actions of the spell to damaging one.
In the case of a positive spell (e.g. healing), the modifier allows to obtain an opposite action - a damaging one.
Changes the effect of the spell to a positive one.
Use the modifier in case if you want to get a positive effect of the spell that you cast on yourself (healing, resistance, etc.).
Extends the duration of an effect.
A very useful modifier, for example, when summoning a creature or casting spells on yourself (defending).
Makes missiles chase the target. Hero can be the target only if the spell has a positive effect.
You can use only one such card. Useful modifier, whereby the missile will be chasing the opponent for some time.
Makes missile bounces off 1-11 times.
Very useful modifier when you use more than one section - thanks to having this spell in Section 2, it will affect all enemies, from which it bounces. Increasing the number of this modifier cards makes casting the spell very mana-consuming.
Modifies a missile so that it fires 3-11 missiles.
Very useful modifier when you use more than one section - thanks to this more than one missile will be fired, furthermore the spell from Section 2 will affect repeatedly. Increasing the number of this modifier cards makes casting the spell very mana-consuming.
Effects (group - air)
Effects (group - earth)
Effects (group - fire)
Effects (group - water)
Effects (group - necro)