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Spells - All

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Spell Spells

Acid Rain Strange
G:70
Deals 30 damage to all Defensive creatures.
Anti-Element Strange
G:50
Target creature cannot receive land effect.
Aports Rare
G:80
Moves all other Cepters to user's location (user cannot use die this round).
Armorsmith Strange
G:30
Transforms a card in target Cepter's hand into a random Armor card.
Babble Strange
G:20
For 6 rounds, target Cepter cannot use shops and temples.
Backward Strange
G:40
Target Cepter moves backward instead of forward upon rolling the die.
Balance Normal
G:20
Each Cepter gains G=(ranking x lap number x30G).
Barricade Strange
G:10
For 3 rounds, the tolls of user's lands are increased by 30%.
Barrier Normal
G:30
For 5 rounds, target Cepter cannot be targeted by spells (except for spells which remove effects).
Bind Rare
G:60+
Target Cepter skips 1 round and gains 150G.
Binding Mist Strange
G:50
Adds Paralysis to target creature.
Camouflage Strange
G:30
Target creature receives land effect from lands of any element.
Catastrophe Rare
G:300+
Deals HP-(50% of MHP) damage to all creatures.
Changeling Rare
G:100
Transforms 2 of the cards remaining in target enemy Cepter's book into Goblins.
Chaos Panic Strange
G:40
Adds Backward to all Cepters.
Chariot Strange
G:50
Moves target creature belonging to user 2 spaces.
Charity Strange
G:50
User draws as many cards as user's current rank.
Corruption Rare
G:90
Target Cepter loses (number of symbols owned x10G) magic.
Cure Normal
G:0
Fully recovers target creature's HP.
Death Cloud Strange
G:80
Deals 20 damage to all Air creatures.
Dimension Door Normal
G:20
Transports target Cepter to a random space on the map (user cannot use die this round).
Discord Rare
G:100+
Randomly selects creature with the most copies on the map, and changes them all into Goblins.
Dispel Magic Normal
G:10
Clears all Cepters of Enchantments.
Drain Magic Strange
G:80
User steals 30% of target enemy Cepter's magic.
Drought Strange
G:30
Level of target territory cannot be changed.
Earth Shaker Rare
G:200+
All lands occupied by a creature with MHP>= 40 lose one level.
Elemental Wrath Rare
G:100
Lowers HP of all creatures whose elements differ from the territories they inhabit by 20.
Evil Blast Rare
G:120
Deals 30 damage to target enemy creature.
Fire Explosion Strange
G:80
Deals 20 damage to all creatures.
Fly Strange
G:30
User rolls 2 dice for movement this round.
Fog Normal
G:30
Decreases target territory's toll value by 1/2.
Forest Leap Normal
G:20
Transports user to nearest Earth land within the area. User cannot roll the die this turn.
Grace Normal
G:30
Caster gains 15% of the total value of target Cepter's symbols in magical powers.
Growth Body Normal
G:20
MHP+10 to target creature (up to a maximum of 100).
Haste Normal
G:50
Locks target Cepter's die roll to 6-8 for 2 rounds.
Haunt Rare
G:40
For 1 round, a random Cepter becomes AI-controlled.
Holy Blight Strange
G:70
Deals 20 damage to all creatures.
Holy Word 0 Strange
G:50
Target Cepter's next die roll yields a 0.
Holy Word 1 Normal
G:30
Target Cepter's next die roll yields a 1.
Holy Word 2 Normal
G:10
Target Cepter's next die roll yields a 2.
Holy Word 3 Normal
G:10
Target Cepter's next die roll yields a 3.
Holy Word 6 Normal
G:30
Target Cepter's next die roll yields a 6.
Holy Word X Strange
G:60
Target Cepter's next die roll yields a 10.
Ice Storm Strange
G:80
Deals 20 damage to all creatures.
Insect Swarm Rare
G:120
Deals 20 damage to all creatures in target area that have already taken damage.
Judgment Rare
G:80
Target enemy Cepter or caster (2:1 chance) loses 60% of G.
Jump Normal
G:10
Transports user to nearest land user owns. User cannot roll the die this turn.
Lake Leap Normal
G:20
Transports user to nearest Water land within the area. User cannot roll the die this turn.
Land Protection Normal
G:80
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).
Land Transfer Strange
G:50
Releases target territory from user's control and reverts it to magic.
Life Force Rare
G:70
Target Cepter uses creatures and items at 0G cost / When target Cepter uses a spell, that spell has no effect and this effect is removed.
Life Stream Strange
G:50
Fully recovers HP of all creatures on user's lands.
Locust Strange
G:100
Lowers target territory's level by 1.
Magic Bolt Normal
G:50
Deals 20 damage to target enemy creature.
Magic Die Normal
G:30
Locks target Cepter's die roll to 5-6 for 2 rounds.
Manna Normal
G:0
User gains (lap number x50G) magic.
Meteor Rare
G:200+
Lowers level of target enemy territory by 2. / If target territory is not chained, it becomes level 1.
Mind Blast Strange
G:40
For 3 rounds, target Cepter loses (number of spell cards in hand x30G) magic.
Mind Seeker Strange
G:20
User sees 6 cards from target Cepter's book and chooses 1 to steal.
Mine Strange
G:10
The first Cepter to stop on the territory enchanted by this effect loses 40% of G.
Mountain Leap
G:20
Transports user to nearest Fire land within the area. User cannot roll the die this turn.
Mutation Strange
G:60
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.
Omnipotent Extra
G:100
User chooses 1 effect among 7 possible choices.
Permission Normal
G:80
User gets clearance from all forts.
Phantasm Normal
G:30
Target creature's HP and MHP cannot be altered by spells.
Plain Leap
G:20
Transports user to nearest Air land within the area. User cannot roll the die this turn.
Poison Mist Normal
G:40
Adds Poison to target creature / MHP-10 to target creature.
Pressure Normal
G:70
Lowers the value of all symbols by 30%.
Raise Dead Strange
G:30
Returns last destroyed creature to hand.
Reform Rare
G:80+
User chooses a non-creature card in target enemy Cepter's hand. All copies of this card in the hands and books of all Cepters are changed into Manna.
Reincarnation Strange
G:70
User discards all cards from current hand and draws an equal number of new cards from their book.
Remove Curse Normal
G:10
Removes Enchantments from all creatures (territories) in the target area.
Revival Normal
G:70
Target Cepter's book is reverted to the state it was in when the game began.
Shatter Normal
G:30
User chooses a non-creature card from target Cepter's hand and destroys it.
Silence Strange
G:70
Prevents target enemy Cepter from using creature cards for 2 rounds.
Sink Rare
G:150
Transforms target level<=3 territory into a Water land.
Slow Normal
G:20
Locks target Cepter's die roll to 1-3 for 2 rounds.
Snatch
G:50
User steals a random card from target enemy Cepter's hand.
Solitude Strange
G:10
For 6 rounds, target Cepter's creatures receive no assist nor boost effects.
Soul Steal
G:10
For 4 rounds, user receives 50G for each creature destroyed.
Squeeze Strange
G:50
User chooses a card from target Cepter's hand and destroys it. / Target Cepter gains 150G magic.
Swap Spell
G:140
User exchanges hands with target enemy Cepter.
Telekinesis Rare
G:100
Moves target creature 1 space.
Teleport Normal
G:10
Transports user to nearest special land (fort, temple, etc.). User cannot roll the die this turn.
Tempest Rare
G:200+
Deals 20 damage to all creatures with ST<=40.
Theosophy Strange [downloadable card]
G:100
Adds Land Protection to all occupied territories lower than level 3.
Thunderstorm Strange
G:80
Deals 20 damage to all creatures.
Time Bomb Strange
G:20
Explodes 3 rounds after being added to target territory, Cepters within 1 square lose 50% of G.
Turnover Strange
G:70
ST+20 to all creatures with ST<=30. / ST-20 to all creatures with ST>=50.
Unsummon Rare
G:150+
Returns target creature on level<=3 territory to owner's hand.
Upheaval Rare
G:150
Transforms target level<=3 territory into a Fire land.
Waste Strange
G:70
Target Cepter's creature and item cards cost double magic until target reaches the castle.
Weakness Normal
G:10
ST=0 to target creature.
Weaponsmith
G:30
Transforms a card in target Cepter's hand into a random Weapon card.
Weathering Rare
G:150
Transforms target level<=3 territory into a Air land.
Wild Growth Rare
G:150
Transforms target level<=3 territory into a Earth land.
Wind of Hope Strange
G:40
User draws 2 cards from their book.
Wizard's Eye Normal
G:20
User sees the next 6 cards of target Cepter's book and gains G=(cost of card with highest G cost).
Word of Recall Strange
G:70
Transports user straight to castle. User cannot roll the die this turn.

Last Updated on Wednesday, 18 December 2013 19:14

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