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Gameplay:

You are a wizard dueling the other wizards in the arena. You must cast spells strategically to defeat the other wizards. The game is composed of 15 rounds. The winner is the one that wins the most of these 15 rounds.

Controls:

Spell Descriptions:

Fire Wizard

  1. Fireball - Hurls a fireball towards the target. Training this spell makes the fireball larger and more damaging.
  2. Fire Trap - Sets a permanent trap on an area of the map. After a short activation period, anything walking through the area will cause the trap to explode and damage everyone nearby. Training this spell will make the trap area larger and do more damage. At level 3, friendly units will no longer trigger the trap.
  3. Sentinel - Summons an immobile sentinel. The sentinel shoots fireballs at nearby enemies. Training this spell will make the sentinel stronger. At level 3, the sentinel has six heads, five of which will shoot randomly every time the first one shoots.
  4. Hound - Summons a speedy hound. The hound follows you around, but will break off to pursue nearby enemies. Training this spell will make the hound faster and stronger. At level 2 and 3, the hound explodes upon death. At level 3, the hound gains a fire aura which damages all nearby enemies.
  5. Haste - Temporarily makes you a lot faster. Training this spell makes the buff more effective and last longer.

Nature Wizard

  1. Magic Bolt - Fires a homing projectile in some direction. The projectile will curve towards any enemy unit in its way. Training this spell will make the bolt faster, last longer, do more damage, and home with greater curvature.
  2. Smite - Summons a bolt of lightning to strike upon the target area. There is a short delay before the lightning strikes. This spell is area targetted, but can only hit one enemy. Training this spell will greatly increase damage but also decrease the area.
  3. Teleport - Teleports you to the target location. The farther you teleport, the more mana is consumed. Training this spell greatly decreases cast cooldown and mana cost. At level 2 and 3, the spell also releases a shockwave from the caster’s original position. The shockwave power and radius scales proportionally with the distance that the caster teleported.
  4. Snake - Summons up to four snakes around you. The snakes will wander around the map, attacking any enemies close by. Training this spell will make the snakes stronger. At level 3, the snakes become poisonous.
  5. Barrier - Creates a magical barrier. The barrier soaks damage from enemy spells and distracts enemy summons. Be careful, as the barrier blocks your own movement also. Training this spell makes the barriers last longer and able to absorb more damage.

Ice Wizard

  1. Ice shard - Shoots a handful of ice projectiles in an arc. These projectiles damage and slow down enemies that they hit. Training this spell increases the number of projectiles, and makes each one more powerful.
  2. Ice trap - Sets a permanent trap on an area of the map. After a short activation period, anything walking through the area will set off the trap, which will greatly slow everything in its radius. Training this spell increases its area of effect and duration. At level 2 and 3, the trap briefly freezes its victims. At level 3, friendly units will no longer trigger the trap.
  3. Ice block - Surrounds yourself with a huge immobilizing block of ice. The ice block makes you immune to damage, but also unable to do anything. It also slowly drains your mana. You can cast any spell to break yourself of the ice block. You can still control the hill while being protected by this spell. Training this spell makes the effect last longer. At level 2, your mana stays constant while frozen. At level 3, your mana recovers at the normal rate while frozen.
  4. Drake - Summons a drake which follows you around. The drake shoots bolts of ice at nearby enemies. Training this spell makes the drake stronger.
  5. Blizzard - Creates a large ice storm which moves across the landscape, damaging and slowing everything in its path. The target is the destination of the storm. The storm center will travel in a line from the wizard through the target and last a fixed amount of time. Training this spell makes it have a greater area, do more damage, and have a more potent slowing effect.