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There are seven schools of magic in Evernight.
Different spells affect visibility, movement, offensive and defensive unit statistics in battle, and the ability to end the game.
Forty-two spells are available in Evernight.

Combat Spells
Combat spells are used when you want to influence the outcome of an expected battle.
Ancient Amra
Used to alter defensive combat dynamics.
Gonmol Horde
Used to alter offensive battle dynamics.
Non-Combat Spells
Like the combat spells, non-combat spells are also cast on a region, not the units or structures in it, even if the spell affects those units.
Transcendent Body
Used to change region types.
Druids of Oarne
Used for various misc effects.
Generation Technology
Used to effect movement.
Psylicides
Used to manipulate visual information.
Lesser Upgrades
Your lessers get upgraded to the next level, for each different type of Black Between region that you own.
The Black Between
Used to upgrade Lessers and to end the game of Evernight.
see Resources, Entities, Terrain Types
Spell Use
Players may cast spells on any region that they own or any region adjacent to a region that they own (some spells have restrictions on where you can cast them).

All spells last for only 1 cycle, except those spells that change region type (these effects are permanent - at least until changed by another spell).
Spell Casting
All spells have a minimum cost, in fury, that a player must spend in order to cast the spell.

The player can spend any amount of Fury for a spell provided it is more than the minimum cost and less than the total available for the player.
If multiple players place an order for a spell on the same region in the same cycle, the player who spent the most Fury for their spell wins the order and their spell will be executed during the next turn.

The players who lost get neither their Fury back nor the spell to use at a later time. If both players spend the same amount on their spells, then neither spell is executed, and neither player gets their Fury back.
Spell Processing
Spells are processed based on how much Fury was spent to cast them.

Spells having less Fury spent on them are processed first, and those with more Fury spent are handled last.
So, if two spells are cast on neighboring regions and they have conflicting effects, the last spell processed will override the effects of any previous spells.
Spells do not affect border battles (except the VisionNerve, a spell that averts any border battle on the region).
see Region, Battle, Getting Started
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