How to PlayMagefall

How to Win (and What to Do First)

Magefall is a turn-based realm conquest game. You grow by spending turns to claim land, build economy, recruit armies, research spells, and wage wars — but the win condition is simple: Land is the scoreboard.

Realm: Magefall Players: 0 Unclaimed Land: 0

The 10‑Minute Starter Plan

  1. Open the Map and claim nearby unclaimed land to expand your footprint.
  2. Tax (1 turn) a few times to get early gold for your first buildings and recruits.
  3. Build Farms to raise Supplies cap (so you can hold more troops).
  4. Recruit a starter stack (enough to discourage opportunists).
  5. Build an Obelisk once you can afford it so you can bank more mana and push spells later.

Early game is about not wasting turns and getting a basic economy online.

Turns

Turns are your action fuel. Most actions cost turns. Turns regenerate up to your cap (288). A new turn is generated every 300 seconds while you are below cap.

  • If you’re capped, you’re wasting regeneration. Spend turns regularly.
  • When in doubt: Map, Tax, or Focus keeps you progressing.

Resources

  • Gold: buildings + recruiting. If you can’t rebuild, you can’t win wars.
  • Mana: spells + magical pressure. Big wars are decided by mana timing.
  • Valor: unlocks Wizards of Valor (your combat identity).
  • Power: a threat signal — not the victory condition.
  • Land: the score, the bragging rights, the “world domination” number.

Map Basics: Claim • Move • Attack

The Map is the game. You’ll use it to expand, reposition, and start wars.

  • Claim — take unclaimed land and grow your territory.
  • Move — reposition within your own territory (setup for attacks/defense).
  • Attack — only against bordering enemies. No “air-bombing” across the realm.

Rule of thumb: If you’re not touching them on the map, you can’t meaningfully fight them.

Economy: Tax • Focus • Buildings

Your economy is what lets you keep fighting when the first battle doesn’t end the realm.

  • Tax (1 turn): immediate gold injection for recruiting + buildings.
  • Focus (1 turn): immediate mana recovery so you can cast and research.
  • Farms: raise Supplies cap so you can hold more troops.
  • Obelisks: raise Mana cap and Arcane capacity (for summons).

If you want to dominate late game, your build order usually becomes: Farms until you can field real stacks, then Obelisks to enable spell wars.

Recruitment and Supplies

Units cost Gold and consume Supplies. Supplies cap is mostly built via Farms. If you hit your cap, you must build farms or lose troops.

  • Balanced stacks are safer than single-unit spam.
  • The best armies are the ones you can rebuild quickly.
  • When you plan a war, budget turns for recruit → cast → attack.

Research and Spells

Research is a long game advantage. You pay upfront (gold + mana) and then your research completes after you spend enough turns on any actions. Think of it as: start research, then keep playing — it finishes naturally.

The First 13 Barracks Units (Unique Passives)

These passives are intentionally distinct and impactful—they reward mixed armies and counterplay rather than “one unit to rule them all”. Every unit has a clear late-game niche.

  • 1. SwordsmenSteady Line: damage reduction + morale stability. The reliable backbone that keeps your line from breaking under pressure.
  • 2. SpearmenBeast Hunter: strong counter bonus vs beasts (Wyverns, Ember Hounds, Stone Golems). Essential in any late-game beast-heavy meta.
  • 3. ArchersOpening Volley: extra damage on Round 1. Even more potent when melee units are present — your front line gives them cover fire.
  • 4. ShieldbearersShield Wall: best infantry tank — significant damage reduction and heavy ranged damage reduction. Buy your line time against arrow/caster pressure.
  • 5. CrossbowmenArmor Piercer: high armor penetration. Punches through Shieldbearers, Golems, and constructs that laughed at your regular archers.
  • 6. Veteran InfantryHold the Line: stronger morale anchor + solid damage reduction. Stabilize mid and late rounds when lesser troops would rout.
  • 7. SkirmishersMobile Harasser: great opening burst + counter bonus vs plants (Thornlings, Barkguards, Ancient Treants). Fast and annoying.
  • 8. Battle SergeantsCommander Aura: army-wide attack boost + morale anchor. Worth including in any army composition, even summon-heavy ones.
  • 9. Heavy KnightsCavalry Charge: devastating Round‑1 charge + counter bonus vs spirits. A mixed army opener — pair with Shieldbearers for sustained pressure.
  • 10. War EngineersSiegecraft: high siege bonus (buildings at serious risk if you win) + armor piercing. Essential for attacking fortified land.
  • 11. Arcane AuxiliariesSpell-Shield Drill: strong spell shielding + hard counter to casters (Lich, Siren, enemy Battlemages). Your anti-magic specialist.
  • 12. Spellbound VeteransEnchanted Guard: spell shield + exceptional morale stability + damage reduction. The gold standard tank against magic-heavy armies.
  • 13. Novice BattlemageArcane Striker: high spell output, opening burst, and a hard counter to undead (Bone Skulks, Crypt Stalkers, Grim Reapers). Bring them when your enemy stacks death magic.

Need strategy tips? The Wiki Spell Guide has detailed "how to use" advice for every spell, targeting rules, spell class explanations, and the wizard counterplay triangle.

Current spell catalog (data-driven):
SpellTargetManaTurnsDurationResearch
Scrying Pool
Reveal target player's full army comp for 6t.
enemy 320 3 6 700g / 350m / 18t
Spore Cloud
12% of random stack. Survivors get -8% ATK 3t.
enemy 320 3 0 750g / 350m / 18t
Riptide Volley
10% to two random stacks.
enemy 360 4 0 800g / 380m / 20t
Stone Spikes
Jagged earth erupts under the enemy: solid casualties and a shock to morale. Cooldown: 10 turns. Border-only.
enemy 380 2 0 850g / 380m / 22t
Ember Scourge
Sets a target enemy parcel ablaze for 6 turns. Meaningful attrition to defenders in battles over this tile.
enemy 380 4 6 780g / 460m / 20t
Entangling Roots
Target stack loses 1 Range for 2 battles. 10% dmg.
enemy 380 4 0 850g / 400m / 22t
Purifying Light
Remove all enemy buffs. 8% dmg to undead stacks.
enemy 380 4 0 850g / 420m / 22t
Ruinous Bolt
A vicious firebolt that immolates a large portion of a random enemy stack. Cooldown: 4 turns. Border-only.
enemy 380 5 0 700g / 250m / 18t
Inferno Pillar
14% to random stack. Ignores 50% of spell shields.
enemy 400 4 0 850g / 400m / 22t
Frostbite Hex
Target stack -20% ATK for 2 battles.
enemy 420 5 0 900g / 420m / 24t
Chain Lightning
Jumps through the enemy line: damages a random stack, then splashes a smaller echo into a second stack. Border-only.
enemy 420 6 0 900g / 400m / 24t
Tidal Crush
A crushing wave that targets the largest enemy stack (by quantity) and reduces it. Border-only.
enemy 450 7 0 950g / 450m / 26t
Firestorm
16% to random stack. 6% splash to adjacent stack.
enemy 480 5 0 900g / 450m / 24t
Soul Siphon
12% to random stack. You gain mana equal to kills x5.
enemy 480 5 0 900g / 450m / 24t
Plague of Shadows
Enemy parcel cursed 8t. Defenders -12% HP.
enemy 500 5 8 1100g / 550m / 30t
Scorched Earth
Enemy parcel burning 8t. Farms produce 0% while active.
enemy 560 5 8 1200g / 600m / 32t
Grave Harvest
15% to random stack. Each kill buffs undead summons +2% ATK.
enemy 560 6 0 1200g / 600m / 32t
Thunder Judgment
16% to highest-ATK stack. Double vs burn-tagged enemies.
enemy 640 7 0 1400g / 700m / 38t
Gaia's Wrath
10% to ALL stacks. Green summons immune.
enemy 950 8 0 2200g / 1000m / 60t
Withering Curse
8% to ALL stacks. Survivors lose XP equal to half kills.
enemy 1050 10 0 2200g / 1000m / 60t
Maelstrom
14% to random stack. Cancel enemy active buff.
enemy 1100 10 0 2400g / 1100m / 65t
Stonebreaker Rite
A grinding earth-rite that cracks enemy infrastructure: destroys some Farms (capped). Border-only.
enemy 1100 14 0 2000g / 900m / 70t
Tempest Sunder
A violent storm snaps obelisks and disrupts spellwork: destroys some Obelisks (capped). Border-only.
enemy 1200 15 0 2200g / 1000m / 75t
Pyroclasm
12% to ALL enemy stacks. Burns for 5% extra over 2 battles.
enemy 1280 12 0 2800g / 1300m / 75t
Withering Dark
Void tendrils erupt across the entire enemy line simultaneously, sapping the life from every formation at once. Each stack suffers casualties — no unit type is safe. Devastating against diversified armies. Border-only.
enemy 1350 14 0 3000g / 1500m / 80t
Fire Siege
Siege-fire crashes into a bordering enemy parcel. Randomly destroys a portion of Farms and Obelisks (capped). Border-only.
enemy 1400 18 0 2500g / 1200m / 90t
Volcanic Eruption
Destroy Farms, Obelisks, AND reduce land by 1. Border-only.
enemy 1750 20 0 3500g / 1600m / 100t
Rampant Growth
Blesses one of your own parcels for 10 turns. Defenders on that tile gain resilience; your supply strain eases slightly in battles over it.
self 340 3 10 650g / 420m / 20t
Veil of Fog
Shrouds one of your own parcels in dense fog for 6 turns. Ranged attackers suffer heavy effectiveness penalties when assaulting this tile.
self 360 4 6 700g / 420m / 18t
Glacial Lock
Glaciates one of your own parcels for 6 turns. Attackers find the frozen ground treacherous; your defenders hold with unyielding advantage.
self 400 5 6 900g / 520m / 26t
Aegis of Stone
For 6 turns, your armies resist damage better in battles (12% damage reduction).
self 420 3 6 1100g / 500m / 30t
War Fervor
For 6 turns, your armies fight harder in battles (+17% attack power).
self 420 3 6 1100g / 500m / 30t
Blazing Rampart
Your parcel burns 6t. Melee attackers take 10% retaliation.
self 420 4 6 900g / 480m / 22t
Briar Maze
Parcel cursed 8t. Attackers lose 10% speed + initiative.
self 420 4 8 800g / 450m / 22t
Floodplain
Floods one of your own parcels for 7 turns. Infantry assaulting your flooded tile suffers reduced combat effectiveness.
self 420 4 7 850g / 480m / 22t
Golden Tithe
For 10 turns, your Tax action yields more gold.
self 440 2 12 900g / 350m / 22t
Mana Surge
For 10 turns, your Focus action yields more mana.
self 440 2 10 900g / 350m / 22t
Dread Aura
Enemy morale -15% for 6 turns.
self 450 4 6 1000g / 500m / 28t
Hallowed Ground
Parcel hallowed 8t. Defenders +10% spell shield.
self 450 4 8 900g / 480m / 24t
Molten Armor
+14% ATK + 8% burn to all attacks for 6t.
self 450 4 6 1000g / 500m / 28t
Ashen Veil
For 6 turns, hostile spells against you are harder to land and ranged pressure weakens.
self 480 4 6 1300g / 650m / 34t
Verdant Bloom
+15% HP to all units for 8 turns.
self 480 4 8 1000g / 500m / 28t
Harvest Moon
All Farms produce +50% for 6 turns.
self 500 3 6 1100g / 550m / 30t
Ironbark Ward
+20% DEF for all plant summons for 8 turns.
self 560 4 8 1200g / 600m / 32t
Divine Bulwark
+18% DEF to all units for 6 turns.
self 560 5 6 1200g / 600m / 34t
Frozen Armory
+12% DEF + 6% spell shield for 6 turns.
self 560 5 6 1200g / 600m / 34t
Immolation Pact
Sacrifice 5% of your HP. +22% ATK all units for 4 turns.
self 640 5 4 1400g / 650m / 36t
Regrowth Rite
Restore 8% of troops lost in last battle.
self 640 5 0 1400g / 700m / 40t
Death's Bargain
Sacrifice 10% of your smallest stack. +25% ATK 4t.
self 800 6 4 1600g / 800m / 45t
Dragon's Fury
All fire summons gain +20% ATK for 6 turns.
self 800 6 6 1600g / 800m / 44t
Guardian Angel
Next battle: first stack to hit 0 HP is saved at 1 unit.
self 800 6 1 1800g / 900m / 50t
Divine Ascension
Calls upon the heavens to empower your holy warriors. For 5 turns, all holy summons gain massively increased attack and damage reduction. The effect scales with the number of holy creatures in your service (base x1.25, +0.05 per holy summon, max x1.60). Also grants army-wide 15% casualty reduction and 15% spell shield. The ultimate expression of white wizard mastery.
self 1800 20 5 8000g / 3200m / 120t
Chronomancer's Refund
A forbidden blue rite of temporal mastery. Instantly restores 40 turns plus a bonus scaled to your Obelisks (up to 160 total). Massive cooldown.
self 3800 25 0 6500g / 2600m / 320t
Arcane Spark
A precise crackle of arcane energy that picks off a small portion of a random enemy stack. Your starter spell.
enemy 150 2 0
⚔ Verdant Reclaim
Sunders an enemy parcel's allegiance, returning it to unclaimed wilderness. Can also lift Tidal Lock from flooded parcels.
enemy 350 1 0
⚔ Tidal Lock
Drowns an enemy parcel in mystic waters, making it unclaimable for 300 turns. Only Verdant Reclaim can restore it early.
enemy 700 1 300
⚔ Dark Dominion
Saturates your parcel with abyssal energy. Black troops defending this tile gain +30% combat power. Lasts 300 turns.
self 850 1 300
⚔ Sanctified Ground
Consecrates your parcel with divine light. Hostile spells cannot target this tile, and White troops take 15% less damage defending here. Lasts 300 turns.
self 1000 1 300
⚔ Infernal Dominance
Scorches your parcel with hellfire. Green and Black wizard attackers fight with 25% reduced power on this tile. Lasts 300 turns.
self 1300 1 300

Mana timing wins wars. Don’t blow your mana on tiny casts right before a big border fight.

⚔️ Army Composition Matters

Stacking a single unit type is no longer the optimal strategy. The combat engine rewards mixed armies and punishes lazy homogeneity. Here's what's happening behind the scenes every battle:

Bonuses for Mixed Armies

  • Cover Bonus (+12% ranged attack) — When your army has both melee and ranged units, your ranged units fight from cover. Pure archer stacks get no cover and don't receive this bonus. Front-liners make your archers deadlier.
  • Striker Synergy (+10% striker attack) — Strikers, assassins, and duelists deal more damage when a tank unit is anchoring your line. Without a tank to pin the enemy, strikers lose their window to exploit gaps. Pair them together.
  • Infantry Formation (+8% attack, reduced losses) — When at least 25% of your army is infantry militia (not summoned creatures), your forces fight in tighter formation. This is a free bonus for running a real mixed infantry army rather than a pure summon stack.

Penalty for Stacking One Type

  • Homogeneity Penalty (−12% attack for dominant tag) — If more than 70% of your army shares a single tag (e.g., all cavalry, all undead, all fire creatures), that dominant unit type suffers a coordination penalty. Real armies don't fight efficiently when every soldier is the same.
    You'll see this reported as a "⚠️ Composition penalty" line in your battle reports if it triggers.

Practical Army Building Tips

  • A melee anchor + ranged damage is the most accessible mixed bonus. Even a modest stack of Swordsmen or Shieldbearers enables your archer/crossbow core.
  • Adding a Battle Sergeant and a few Shieldbearers to any army is almost always worth it — they enable both the formation bonus and striker synergy.
  • Don't run 50,000 of one thing. Blend in support, tanks, and counters — the system rewards it directly in combat math.
  • Check your battle reports after fights — they will tell you if composition bonuses fired or if you took a homogeneity penalty.

Wizards of Valor

Wizards are unlocked with Valor. You choose one as your Active Wizard. Your active wizard auto‑casts at the start of every battle (attacking or defending), shaping how your wars play out. Only one wizard effect can be active at a time.

Unlock Costs

  • Green — 25 Valor
  • Blue — 50 Valor
  • Black — 125 Valor
  • White — 250 Valor
  • Red — 500 Valor

War Effects (Auto‑Cast)

  • Green • Verdant Surge — reduces losses by returning some wounded to your ranks.
  • Blue • Arcane Tempo — dampens the enemy’s battlefield output and rewards smart timing.
  • Black • Reaper’s Cut — increases your lethality and boosts raid spoils on victory (gold + mana siphon).
  • White • Aegis of Concord — shimmering wards blunt spells and arrows (better defense and trades).
  • Red • Crimson Onslaught — siege magic crackles over the battlefield; on victory, enemy buildings may be damaged.

Switching your active wizard costs turns. Your bound creatures remain, but any in‑progress summoning ritual is canceled (see the Dashboard tooltip).

Summoned Creatures (Late Game)

Summons are high-cost power that consume Arcane Capacity (from Obelisks). They’re the “I’m serious now” layer of the game. Each active wizard offers three summon choices (low / mid / elite) so you can field summons earlier and scale up over time.

Summon Roster (Abilities)

Summons act as real combat stacks. They are expensive because they carry special passives that can swing battles—especially when mixed with the right infantry.

  • Green • ThornlingThorns: reflects a portion of melee casualties back onto attackers. Great vs brawlers.
  • Green • BarkguardShielded Bark: tough vs ranged fire; small aura that steadies your line.
  • Green • Ancient TreantSiege Colossus: brings strong siege pressure if you win; hard to bring down.
  • Blue • Water WispWarding Mist: adds spell shielding and improves your opening exchange.
  • Blue • Tidal RaiderRanged Hunter: bonus damage vs ranged stacks; deletes archers/casters.
  • Blue • Siren of the TidesArcane Chorus: amplifies your wizard opening effects; deadly early impact.
  • Black • Bone SkulkAmbush: extra punch in Round 1 and slightly harder to kill.
  • Black • Crypt StalkerLife‑Drain: prevents some losses based on kills inflicted; duelist that sustains.
  • Black • Grim ReaperExecute: bonus damage into fragile or already-thinned stacks—snowballs fights.
  • White • Cherub ScoutWards: strong spell shielding and reduced ranged casualties; excellent defensive glue.
  • White • Templar GuardSanctuary: reduces overall casualties for your whole army.
  • White • AngelHoly Wrath: the bane of dragons. +35% damage vs dragon-tagged units, team-wide casualty reduction, spell shielding, and flight. The only summon that can match an Infernal Dragon blow-for-blow.
  • Red • Cinder ImpSwarm + Burn: becomes dangerous in numbers and adds burn follow‑through casualties.
  • Red • Ember HoundRelentless Burn: strong opener plus heavy burn for grinding down tanks.
  • Red • Infernal DragonMythic Siege: massive siege pressure and brutal burning damage—war‑ending threat.
  • More Obelisks = more Arcane capacity = more bindings.
  • If you lose Obelisks, capacity drops and excess summons collapse.
  • Protect your Obelisks if you invest in summons.

War: When to Fight and How to Snowball

War is expensive — but it’s how you take land. Look for border targets, cast for advantage, then attack to seize territory. Winning is often about chaining: win → take land → stabilize economy → win again.

  • Border rule: you can only engage meaningful targets that touch your territory.
  • Fatigue: wars have limits — don’t waste turns in endless feuds.
  • Pick fights where you can take land and hold it afterward.

If building capture is enabled, captured buildings per victory are capped at 25.

Guilds (Alliances)

Guilds are how you turn “one mage vs the world” into coordinated domination. You can share plans, defend borders, and time wars together. A good guild doesn’t just win fights — it wins the week.

  • Create or join in the Guild Hall.
  • Coordinate border pushes and defensive walls.
  • Politics matters: alliances, pacts, and betrayals are part of Magefall’s soul.

Game Phases (Basics → Mid → Late)

Early Game
  • Claim land and establish borders.
  • Farms first so you can field real stacks.
  • Recruit enough to not look free.
Mid Game
  • Border skirmishes for land.
  • Obelisks + mana timing become decisive.
  • Start research and unlock a wizard identity.
Late Game
  • Spell wars + coordinated pushes.
  • Summons if you can protect capacity.
  • Chain victories: keep your turn economy rolling.

Common Mistakes (and How Not to Die)

  • Sitting at turn cap (wasting regen). Spend turns daily.
  • No Farms (you can’t hold troops). Supplies is survival.
  • All-in wars with no rebuild plan (you win once, then collapse).
  • Ignoring borders (you can’t project power if you aren’t positioned).
  • Spending mana carelessly right before a border war.

You can review outcomes in War Reports. Combat logs will include a summary of wizard effects that triggered.

Spells (Your Grimoire)

Spells are cast from the War page. Your available spells come from the grimoire you’ve unlocked through progression (and the realm’s spell catalog). Some spells are self-cast and some are hostile.

  • Spells usually cost turns and mana
  • Hostile spells create a war report (and they make enemies)
  • Self-cast spells are great for preparing a push or stabilizing after a fight

Rule of thumb: Don’t cast spells blindly. Read the spell description + costs, and plan your turns.

Current Spell List & Effects

Spell Target Cost Effect
Scrying Pool
Key: scrying_pool
Enemy
Duration: 6 turns
Mana: 320
Turns: 3
Research: 700g • 350 mana • 18 turns
Reveal target player's full army comp for 6t.
Spore Cloud
Key: spore_cloud
Enemy
Mana: 320
Turns: 3
Research: 750g • 350 mana • 18 turns
12% of random stack. Survivors get -8% ATK 3t.
Riptide Volley
Key: riptide_volley
Enemy
Mana: 360
Turns: 4
Research: 800g • 380 mana • 20 turns
10% to two random stacks.
Stone Spikes
Key: stone_spikes
Enemy
Mana: 380
Turns: 2
Research: 850g • 380 mana • 22 turns
Jagged earth erupts under the enemy: solid casualties and a shock to morale. Cooldown: 10 turns. Border-only.
Ember Scourge
Key: ember_scourge
Enemy
Duration: 6 turns
Mana: 380
Turns: 4
Research: 780g • 460 mana • 20 turns
Sets a target enemy parcel ablaze for 6 turns. Meaningful attrition to defenders in battles over this tile.
Entangling Roots
Key: entangling_roots
Enemy
Mana: 380
Turns: 4
Research: 850g • 400 mana • 22 turns
Target stack loses 1 Range for 2 battles. 10% dmg.
Purifying Light
Key: purifying_light
Enemy
Mana: 380
Turns: 4
Research: 850g • 420 mana • 22 turns
Remove all enemy buffs. 8% dmg to undead stacks.
Ruinous Bolt
Key: ruinous_bolt
Enemy
Mana: 380
Turns: 5
Research: 700g • 250 mana • 18 turns
A vicious firebolt that immolates a large portion of a random enemy stack. Cooldown: 4 turns. Border-only.
Inferno Pillar
Key: inferno_pillar
Enemy
Mana: 400
Turns: 4
Research: 850g • 400 mana • 22 turns
14% to random stack. Ignores 50% of spell shields.
Frostbite Hex
Key: frostbite_hex
Enemy
Mana: 420
Turns: 5
Research: 900g • 420 mana • 24 turns
Target stack -20% ATK for 2 battles.
Chain Lightning
Key: chain_lightning
Enemy
Mana: 420
Turns: 6
Research: 900g • 400 mana • 24 turns
Jumps through the enemy line: damages a random stack, then splashes a smaller echo into a second stack. Border-only.
Tidal Crush
Key: tidal_crush
Enemy
Mana: 450
Turns: 7
Research: 950g • 450 mana • 26 turns
A crushing wave that targets the largest enemy stack (by quantity) and reduces it. Border-only.
Firestorm
Key: firestorm
Enemy
Mana: 480
Turns: 5
Research: 900g • 450 mana • 24 turns
16% to random stack. 6% splash to adjacent stack.
Soul Siphon
Key: soul_siphon
Enemy
Mana: 480
Turns: 5
Research: 900g • 450 mana • 24 turns
12% to random stack. You gain mana equal to kills x5.
Plague of Shadows
Key: plague_of_shadows
Enemy
Duration: 8 turns
Mana: 500
Turns: 5
Research: 1100g • 550 mana • 30 turns
Enemy parcel cursed 8t. Defenders -12% HP.
Scorched Earth
Key: scorched_earth
Enemy
Duration: 8 turns
Mana: 560
Turns: 5
Research: 1200g • 600 mana • 32 turns
Enemy parcel burning 8t. Farms produce 0% while active.
Grave Harvest
Key: grave_harvest
Enemy
Mana: 560
Turns: 6
Research: 1200g • 600 mana • 32 turns
15% to random stack. Each kill buffs undead summons +2% ATK.
Thunder Judgment
Key: thunder_judgment
Enemy
Mana: 640
Turns: 7
Research: 1400g • 700 mana • 38 turns
16% to highest-ATK stack. Double vs burn-tagged enemies.
Gaia's Wrath
Key: gaias_wrath
Enemy
Mana: 950
Turns: 8
Research: 2200g • 1000 mana • 60 turns
10% to ALL stacks. Green summons immune.
Withering Curse
Key: withering_curse
Enemy
Mana: 1050
Turns: 10
Research: 2200g • 1000 mana • 60 turns
8% to ALL stacks. Survivors lose XP equal to half kills.
Maelstrom
Key: maelstrom
Enemy
Mana: 1100
Turns: 10
Research: 2400g • 1100 mana • 65 turns
14% to random stack. Cancel enemy active buff.
Stonebreaker Rite
Key: stonebreaker
Enemy
Mana: 1100
Turns: 14
Research: 2000g • 900 mana • 70 turns
A grinding earth-rite that cracks enemy infrastructure: destroys some Farms (capped). Border-only.
Tempest Sunder
Key: tempest_sunder
Enemy
Mana: 1200
Turns: 15
Research: 2200g • 1000 mana • 75 turns
A violent storm snaps obelisks and disrupts spellwork: destroys some Obelisks (capped). Border-only.
Pyroclasm
Key: pyroclasm
Enemy
Mana: 1280
Turns: 12
Research: 2800g • 1300 mana • 75 turns
12% to ALL enemy stacks. Burns for 5% extra over 2 battles.
Withering Dark
Key: withering_dark
Enemy
Mana: 1350
Turns: 14
Research: 3000g • 1500 mana • 80 turns
Void tendrils erupt across the entire enemy line simultaneously, sapping the life from every formation at once. Each stack suffers casualties — no unit type is safe. Devastating against diversified armies. Border-only.
Fire Siege
Key: fire_siege
Enemy
Mana: 1400
Turns: 18
Research: 2500g • 1200 mana • 90 turns
Siege-fire crashes into a bordering enemy parcel. Randomly destroys a portion of Farms and Obelisks (capped). Border-only.
Volcanic Eruption
Key: volcanic_eruption
Enemy
Mana: 1750
Turns: 20
Research: 3500g • 1600 mana • 100 turns
Destroy Farms, Obelisks, AND reduce land by 1. Border-only.
Rampant Growth
Key: rampant_growth
Self
Duration: 10 turns
Mana: 340
Turns: 3
Research: 650g • 420 mana • 20 turns
Blesses one of your own parcels for 10 turns. Defenders on that tile gain resilience; your supply strain eases slightly in battles over it.
Veil of Fog
Key: veil_of_fog
Self
Duration: 6 turns
Mana: 360
Turns: 4
Research: 700g • 420 mana • 18 turns
Shrouds one of your own parcels in dense fog for 6 turns. Ranged attackers suffer heavy effectiveness penalties when assaulting this tile.
Glacial Lock
Key: glacial_lock
Self
Duration: 6 turns
Mana: 400
Turns: 5
Research: 900g • 520 mana • 26 turns
Glaciates one of your own parcels for 6 turns. Attackers find the frozen ground treacherous; your defenders hold with unyielding advantage.
Aegis of Stone
Key: aegis_of_stone
Self
Duration: 6 turns
Mana: 420
Turns: 3
Research: 1100g • 500 mana • 30 turns
For 6 turns, your armies resist damage better in battles (12% damage reduction).
War Fervor
Key: war_fervor
Self
Duration: 6 turns
Mana: 420
Turns: 3
Research: 1100g • 500 mana • 30 turns
For 6 turns, your armies fight harder in battles (+17% attack power).
Blazing Rampart
Key: blazing_rampart
Self
Duration: 6 turns
Mana: 420
Turns: 4
Research: 900g • 480 mana • 22 turns
Your parcel burns 6t. Melee attackers take 10% retaliation.
Briar Maze
Key: briar_maze
Self
Duration: 8 turns
Mana: 420
Turns: 4
Research: 800g • 450 mana • 22 turns
Parcel cursed 8t. Attackers lose 10% speed + initiative.
Floodplain
Key: floodplain
Self
Duration: 7 turns
Mana: 420
Turns: 4
Research: 850g • 480 mana • 22 turns
Floods one of your own parcels for 7 turns. Infantry assaulting your flooded tile suffers reduced combat effectiveness.
Golden Tithe
Key: golden_tithe
Self
Duration: 12 turns
Mana: 440
Turns: 2
Research: 900g • 350 mana • 22 turns
For 10 turns, your Tax action yields more gold.
Mana Surge
Key: mana_surge
Self
Duration: 10 turns
Mana: 440
Turns: 2
Research: 900g • 350 mana • 22 turns
For 10 turns, your Focus action yields more mana.
Dread Aura
Key: dread_aura
Self
Duration: 6 turns
Mana: 450
Turns: 4
Research: 1000g • 500 mana • 28 turns
Enemy morale -15% for 6 turns.
Hallowed Ground
Key: hallowed_ground
Self
Duration: 8 turns
Mana: 450
Turns: 4
Research: 900g • 480 mana • 24 turns
Parcel hallowed 8t. Defenders +10% spell shield.
Molten Armor
Key: molten_armor
Self
Duration: 6 turns
Mana: 450
Turns: 4
Research: 1000g • 500 mana • 28 turns
+14% ATK + 8% burn to all attacks for 6t.
Ashen Veil
Key: ashen_veil
Self
Duration: 6 turns
Mana: 480
Turns: 4
Research: 1300g • 650 mana • 34 turns
For 6 turns, hostile spells against you are harder to land and ranged pressure weakens.
Verdant Bloom
Key: verdant_bloom
Self
Duration: 8 turns
Mana: 480
Turns: 4
Research: 1000g • 500 mana • 28 turns
+15% HP to all units for 8 turns.
Harvest Moon
Key: harvest_moon
Self
Duration: 6 turns
Mana: 500
Turns: 3
Research: 1100g • 550 mana • 30 turns
All Farms produce +50% for 6 turns.
Ironbark Ward
Key: ironbark_ward
Self
Duration: 8 turns
Mana: 560
Turns: 4
Research: 1200g • 600 mana • 32 turns
+20% DEF for all plant summons for 8 turns.
Divine Bulwark
Key: divine_bulwark
Self
Duration: 6 turns
Mana: 560
Turns: 5
Research: 1200g • 600 mana • 34 turns
+18% DEF to all units for 6 turns.
Frozen Armory
Key: frozen_armory
Self
Duration: 6 turns
Mana: 560
Turns: 5
Research: 1200g • 600 mana • 34 turns
+12% DEF + 6% spell shield for 6 turns.
Immolation Pact
Key: immolation_pact
Self
Duration: 4 turns
Mana: 640
Turns: 5
Research: 1400g • 650 mana • 36 turns
Sacrifice 5% of your HP. +22% ATK all units for 4 turns.
Regrowth Rite
Key: regrowth_rite
Self
Mana: 640
Turns: 5
Research: 1400g • 700 mana • 40 turns
Restore 8% of troops lost in last battle.
Death's Bargain
Key: deaths_bargain
Self
Duration: 4 turns
Mana: 800
Turns: 6
Research: 1600g • 800 mana • 45 turns
Sacrifice 10% of your smallest stack. +25% ATK 4t.
Dragon's Fury
Key: dragons_fury
Self
Duration: 6 turns
Mana: 800
Turns: 6
Research: 1600g • 800 mana • 44 turns
All fire summons gain +20% ATK for 6 turns.
Guardian Angel
Key: guardian_angel
Self
Duration: 1 turns
Mana: 800
Turns: 6
Research: 1800g • 900 mana • 50 turns
Next battle: first stack to hit 0 HP is saved at 1 unit.
Divine Ascension
Key: divine_ascension
Self
Duration: 5 turns
Mana: 1800
Turns: 20
Research: 8000g • 3200 mana • 120 turns
Calls upon the heavens to empower your holy warriors. For 5 turns, all holy summons gain massively increased attack and damage reduction. The effect scales with the number of holy creatures in your service (base x1.25, +0.05 per holy summon, max x1.60). Also grants army-wide 15% casualty reduction and 15% spell shield. The ultimate expression of white wizard mastery.
Chronomancer's Refund
Key: chronomancer_refund
Self
Mana: 3800
Turns: 25
Research: 6500g • 2600 mana • 320 turns
A forbidden blue rite of temporal mastery. Instantly restores 40 turns plus a bonus scaled to your Obelisks (up to 160 total). Massive cooldown.
Arcane Spark
Key: arcane_spark
Enemy
Mana: 150
Turns: 2
A precise crackle of arcane energy that picks off a small portion of a random enemy stack. Your starter spell.
⚔ Verdant Reclaim
Key: verdant_reclaim
Enemy
Mana: 350
Turns: 1
Sunders an enemy parcel's allegiance, returning it to unclaimed wilderness. Can also lift Tidal Lock from flooded parcels.
⚔ Tidal Lock
Key: tidal_lock
Enemy
Duration: 300 turns
Mana: 700
Turns: 1
Drowns an enemy parcel in mystic waters, making it unclaimable for 300 turns. Only Verdant Reclaim can restore it early.
⚔ Dark Dominion
Key: dark_dominion
Self
Duration: 300 turns
Mana: 850
Turns: 1
Saturates your parcel with abyssal energy. Black troops defending this tile gain +30% combat power. Lasts 300 turns.
⚔ Sanctified Ground
Key: sanctified_ground
Self
Duration: 300 turns
Mana: 1000
Turns: 1
Consecrates your parcel with divine light. Hostile spells cannot target this tile, and White troops take 15% less damage defending here. Lasts 300 turns.
⚔ Infernal Dominance
Key: infernal_dominance
Self
Duration: 300 turns
Mana: 1300
Turns: 1
Scorches your parcel with hellfire. Green and Black wizard attackers fight with 25% reduced power on this tile. Lasts 300 turns.

Note: Spell balance can change as the realm evolves — this list is pulled from the current spell catalog.

The Fruits of War (Land • Bonus Land • Valor • Buildings)

Winning wars is how empires are made. Victories can award multiple kinds of rewards — and the battle report will show the details.

  • Stolen Land: taken directly from the defender (this weakens them)
  • Valor: prestige earned through conflict; used to unlock Wizard paths
  • Captured Buildings: conquest can grant buildings as spoils (shown in the report summary)

Important: Bonus land does not come from the defender. It represents your armies claiming unsettled territory while marching to and from battle.

Retaliation & Politics (This Is the Realm)

Magefall is intentionally a little political. Attacks create grudges, alliances, and revenge cycles. If you win, expect retaliation — and if you lose, learn fast and strike back smarter.

  • Use War Reports to scout targets and learn matchups
  • Usernames in reports are clickable — click a name to jump to War with the target pre-filled
  • Don’t spend every turn on offense — keep enough turns to defend after you attack