Spells overview – Everything to know about this type of Spell Cards
Spells are the type of cards that don’t summon any character in the fight but give effects such as buffs, debuffs, healing, or damage.
Note: Cards from this list are leveled up, so they don’t show stats for lvl 1.
Common Spells
Acromantula Venom
Throws a bottle of spider venom, causing continuous damage and slowing all enemy units within the area of effect.
Cost: 4
Total Power: 363
Power: 363
Range: /
Area: 16 width (line)
Duration: 3
Target: Ground, Air
Level: 14
Special: Delay Between Damage 0.75; Slow -0.6
Essence of Dittany
Creates a small area that immediately restores a large amount of health to friendly units within the range, then continues to restore health for a short time.
Cost: 3
Total Power: 289
Power: Initial Heal 103 Hot 31×6
Range: /
Area: 20 radius (circle)
Duration: 6
Target: Ground, Air
Level: 15
Special: /
Howler
Sends a howler to the designated position. After 2 seconds, it will cause damage and fear all enemy units in the area.
While feared, the enemy units will move uncontrollably within the range of the spell, unable to cast spells, and take 45% increased damage.
Cost: 4
Total Power: 25
Power: 25
Range: /
Area: 25 radius (circle)
Duration: 2.5
Target: Ground, Air
Level: 13
Special: Damage increase +0.45 (2.5 sec)
Incarcerate
Casts a curse to bind enemy units within the area, immobilizing them, then pulling them to the center and dealing some damage.
Cost: 3
Total Power: 67
Power: 67
Range: /
Area: 35 radius (circle)
Duration: 3
Target: Ground, Air
Level: 15
Special: /
Oppugno
Summons 6 small birds to fly around you.
When there are enemy units nearby, they will dive into them and explode, dealing damage.
Cost: 2
Total Power: 306
Power: 51 x 6
Range: 60
Area: /
Duration: /
Target: Ground, Air
Level: 15
Special: /
Portkey
Summons a portkey, in the shape of a boot, and any unit that touches it will be teleported and shielded.
Non-player units will be teleported to a random location on the enemy’s side of the field, and players will be teleported to a random location on their side of the field.
Cost: 3
Total Power: 45
Power: Shield 45
Range: /
Area: 18 radius (circle)
Duration: /
Target: Ground, Air
Level: 9
Special: /
Protego Totalum
Casts a self-centered shield bubble absorbing damage for friendly units inside and blocking some enemy spells.
The shield loses a certain shield value every 4 seconds, and it disappears when it reaches 0.
Cost: 5
Total Power: 668
Power: Shield 668
Range: /
Area: 20 radius (circle)
Duration: /
Target: Ground, Air
Level: 11
Special: /
Stupefy
Sends a projectile in the specified direction, causing the first enemy unit hit to take damage and a significant knockback.
If this enemy unit collides with any other unit, it will stop moving and both units will take damage and be stunned for 3 seconds.
Cost: 3
Total Power: 309
Power: First 180, Secondary 129
Range: /
Area: /
Duration: 3
Target: Ground, Air
Level: 15
Special: /
Swelling solution
Throws a bottle of swelling solution to increase the size of friendly units in the area, increasing their movement speed and attack speed.
Cost: 2
Total Power: /
Power: /
Range: /
Area: 30 radius
Duration: 9.2
Target: Ground, Air
Level: 15
Special: Attack Speed +0.6; Move Speed +0.5
Rare Spells
Aguamenti
This is a channeled spell, spraying a total of 10 water jets in a straight line in front of the caster.
The caster can move during the cast but cannot change the direction of the spray.
Every time the water jet hits the same enemy unit, the damage increases.
Cost: 5
Total Power: 670+
Power: 67
Range: /
Area: 5~6 (projectile)
Duration: 5
Target: Ground, Air
Level: 14
Special: Damage increases on a successive hit by 10%; Delay between projectiles 0.5
Atmospheric Charm
Casts a thundercloud, periodically and randomly dealing damage to one enemy unit within the range.
The cloud will move toward the nearest enemy.
Units damaged by this spell will receive reduced healing for a short time.
Cost: 4
Total Power: 589
Power: 31
Range: /
Area: 25 radius (circle)
Duration: 9.6
Target: Ground, Air
Level: 15
Special: Healing reduction -53% (5 sec); Move Speed Average; Attack speed 0.5
Bewitched Snowball
Creates a snowball that rolls forward. It will explode after hitting an enemy unit or reaching the maximum distance, dealing damage. The damage will increase as the distance increases.
After the snowball explodes, a snowman will appear, and enemy units around the snowman will be continuously slowed down.
An enemy that is slowed for 4 seconds will then be frozen for 2.5 seconds.
Cost: 3
Total Power: 77
Power: 77
Range: /
Area: 10 width (projectile), 6 width(ball explosion), 37 width (Snowman slow)
Duration: 7.2
Target: Ground
Level: 15
Special: /
Episkey
The caster will continuously heal the target-friendly unit.
The channeling can be interrupted by any control effects other than immobilization.
Cost: 3
Total Power: 567
Power: 63/sec
Range: 90
Area: /
Duration: 9.2
Target: Ground, Air
Level: 15
Special: /
Expulso
Creates a sandstorm at the designated position which, after 1.3 seconds, knocks back all enemy units within range and deals damage.
Cost: 2
Total Power: 124
Power: 124
Range: /
Area: 25 radius (circle)
Duration: 1.3
Target: Ground, Air
Level: 15
Special: /
Follower’s Apparate
Your next move card becomes apparate (teleportation).
After some time, you and surrounding friendly units will be teleported to the target location and receive a small heal.
Cost: 3
Total Power: 84
Power: Heal 84
Range: /
Area: 28 radius (circle)
Duration: 1.4
Target: Ground, Air
Level: 12
Special: /
Glacius
Casts an ice bolt, which will cause damage to the first enemy hit and create a slow area around it.
After 3 seconds, any enemy unit still in the area will be stunned and take additional damage (the stun and slow are reduced by 40% on players).
A maximum of 8 units will be damaged.
Cost: 5
Total Power: 330
Power: Base 150, Additional 180
Range: /
Area: 24 width (projectile), 30 radius (circle)
Duration: 6
Target: Ground
Level: 8
Special: /
Inflatus
Inflicts damage to enemy units within the range and causes them to inflate into the air for 4 seconds, preventing them from moving and breaking the channel.
The duration of the control is reduced by 40% against players.
Cost: 3
Total Power: 113
Power: 113
Range: /
Area: 20 radius (circle)
Duration: 4
Target: Ground, Air
Level: 15
Special: /
Nebulus
Summons thick fog to envelop an area.
All units in the fog will become invisible and recover some health when the fog appears, and twice more over the duration of the spell.
As long as there are enemy units in the fog, the invisibility effect will be canceled.
The invisibility will also be canceled for a short time when a unit takes damage.
Cost: 2
Total Power: 93
Power: Heal 31 x 3
Range: /
Area: 35 radius (circle)
Duration: 11.6
Target: Ground, Air
Level: 15
Special: /
Nimbus 2000
Ride the flying broom, removing any slow and immobilizing effects.
Fly to the designated position before returning to the starting spot.
The first enemy unit hit by the flying broomstick takes full damage, and enemy units along the way take 20% damage.
During the ride, the character is considered an aerial unit and cannot use cards.
(Being aerial protects you from any damage that only targets the ground)
Cost: 2
Total Power: 103
Power: Heal 103
Range: 200
Area: /
Duration: /
Target: /
Level: 15
Special: /
Protego
Shield allies in the targeted area.
Cost: 4
Total Power: 206
Power: Shield 206
Range: /
Area: 36 radius (circle)
Duration: 8
Target: Ground, Air
Level: 15
Special: /
Epic Spells
Accio
Pulls the first enemy hit toward the caster, causing damage, and immobilizing it.
On the battlefield with a separation, Accio can only pull player units to the center line of the battlefield. There is no such restriction on other enemy units.
Cost: 4
Total Power: 363
Power: 363
Range: /
Area: 16 width (line)
Duration: 3
Target: Ground, Air
Level: 14
Special: /
Bludger
You hit the Bludger in the specified direction, hitting enemy units on the way, and then return, causing damage again to all enemy units in its path.
You can catch the Bludger by moving on its path, sending it back toward a random enemy unit, up to 5 times.
On the last hit, the Bludger will cause high damage and knock back all enemy units in its path.
Cost: 4
Total Power: 637
Power: Hit (x 8) 49, Final Hit 147
Range: /
Area: 20 width (line)
Duration: 3
Target: Ground, Air
Level: 15
Special: /
Confringo
Send a projectile in the specified direction that, after hitting an enemy unit, will bounce at other random enemy units up to 7 times, creating small areas that explode after a short delay, dealing damage.
Cost: 5
Total Power: 504
Power: 8 x 63
Range: Projectile, Bounce 80
Area: 20 width (line)
Duration: 3
Target: Ground, Air
Level: 15
Special: /
Expelliarmus
Inflicts damage and disarms the first enemy unit hit for 4 seconds, this is reduced by 40% against players.
A disarmed player cannot use cards and two cards are returned to the deck.
If any of these cards are temporary, they disappear instead.
Cost: 3
Total Power: 207
Power: 207
Range: /
Area: 20 width (line)
Duration: 3.5
Target: Ground, Air
Level: 14
Special: /
Glacius Maxima
Creates a straight line toward the designated position, starting from the caster, and from any companion.
After 1.5 seconds, send ice toward the target, causing damage.
Anything hit by multiple lines at the same time will be frozen.
Cost: 6
Total Power: 211
Power: 211
Range: /
Area: 20 width (line)
Duration: 3.5
Target: Ground, Air
Level: 14
Special: /
Incendio
Creates a round tempest of fire, causing continuous damage to all enemy units within range.
Enemies close to the center of the spell will take extra damage.
Cost: 4
Total Power: 240
Power: 4 x 60
Range: /
Area: 30 width (circle)
Duration: /
Target: Ground, Air
Level: 13
Special: /
Legilimens
Randomly copies one card from the enemy player’s hand as your next card.
The copied card has the same level as the Legilimens Spell, and costs 4 less mana, but can only be used once.
If there are only non-player units in the range, you will get an “empty head” card, that restores 2 mana on use.
Cost: 0
Total Power: /
Power: /
Range: /
Area: /
Duration: /
Target: Ground, Air
Level: /
Special: /
Prior Incantato
Copies the last spell card you used and increases its mana cost by one.
The level of the copied spell card is the same as the one of Prior Incantato.
Cost: 0
Total Power: /
Power: /
Range: /
Area: /
Duration: /
Target: /
Level: /
Special: /
Sectumsempra
Send a projectile in the specified direction, cutting the first enemy unit hit, then bounce between nearby enemy units, causing damage up to 4 times.
Cost: 4
Total Power: 720
Power: 180 x 4
Range: Projectile /, Bounce 80
Area: 24 width (projectile)
Duration: /
Target: Ground, Air
Level: 15
Special: /
Tebo assault
Summon a Tebo Warthog that charges up power before dashing forward, knocking back enemy units along the way and causing damage.
The longer the charge time, the higher the damage caused, up to 300% additional damage at full charge.
The Tebo Warthog charge causes full damage to the first enemy hit, and half damage to anything else.
Cost: 4
Total Power: 507
Power: Base 169, Full Charge 507
Range: /
Area: 36 (line)
Duration: /
Target: Ground
Level: 15
Special: /
Time-turner
You call a “future” double of yourself to fight with you.
The double move with you and has the same normal attack damage and on-hit effects as you.
The double will consume health at every basic attack.
Cost: 5
Total Power: /
Power: Health 206
Range: 140
Area: /
Duration: /
Target: /
Level: 9
Special: /
Transfiguration Curse
Casts a transformation spell. After hitting an enemy unit, it will bounce randomly among nearby units, up to 2 times.
The enemy unit hit is transformed for 3.5 seconds.
Enemy units cannot attack during the transformation period, but they can move. They also take increased damage. Players are instead slowed, and the damage they receive is increased. The transformation will end after the target receives a certain amount of damage.
The player’s auto-attacks will not trigger the damage bonus, and the duration of the transformation spell on players is reduced by 40%
Cost: 5
Total Power: /
Power: /
Range: /
Area: /
Duration: 3.5
Target: /
Level: 10
Special: /
Ventus
You cast a strong hurricane in a wide line, causing damage and knocking back enemy units in its path.
The spell deal 200% additional damage against shields.
Cost: 4
Total Power: 152
Power: 19/sec
Range: /
Area: 40 width (line)
Duration: 8
Target: Ground, Air
Level: 10
Special: /
Weasleys’ Wildfire Whiz-bangs
Creates a large area dealing continuous damage around the targeted point.
At the end of the spell, a giant firework dragon explodes, dealing heavy damage.
Cost: 7
Total Power: 737
Power: Base 67 x 7, Final Damage 268
Range: /
Area: 30 radius (circle)
Duration: /
Target: /
Level: 13
Special: /
Legendary Spells
Avada Kedavra
Casts Avada Kedavra dealing damage to the first enemy unit hit. Each enemy unit destroyed by Avada Kedavra increases the Curse’s initial damage by 20%. After it has destroyed 4 enemy units, it can directly destroy its next targets.
Cost: 6
Total Power: 367+
Power: 367
Range: /
Area: 20 width (line)
Duration: /
Target: Ground, Air
Level: 10
Special: /
Crucio
Attacks enemy units, dealing damage and stunning the unit closest to the center of its area if effect. Each subsequent attack with Crucio on the same enemy unit deals additional damage equal to 100% of the initial damage, stacking up to 3 times.
Casting Crucio on a player only deals half the damage, doesn’t Stun, and only deals 25% additional damage, stacking up to 4 times.
Cost: 5
Total Power: 754
Power: 29, 58, 87, 116 x 5
Range: 90
Area: /
Duration: 8
Target: Ground, Air
Level: 9
Special: /
Thunderstorm
Summons a Thunderbird that casts 15 random bolts of lightning to strike enemy units on the battlefield. Lightning damage increases by 10% for each enemy defeated by lightning, up to 5 times. After reaching max damage, each lightning strike will hit all enemy units on the battlefield.
Units that take lightning damage receive less Health from Healing effects for a short time.
Cost: 6
Total Power: 615+
Power: 41
Range: Anywhere
Area: Everywhere
Duration: 5
Target: Ground, Air
Level: 15
Special: Healing Reduction -53%
Orb of Water
Casts an Orb of Water that draws in all enemy units in the area, dealing sustained damage. Players will be unable to move, and other units will be Stunned while in the orb. At the end of casting, the orb will explode, dealing high damage.
Cost: 6
Total Power: 577
Power: Dot:7 x 64, Final Damage: 129
Range: /
Area: 20 radius (circle)
Duration: 8
Target: Ground, Air
Level: 15
Special: /