| Spell Casting. |
| Plains BB |
| Battery Club |
| Garanapult |
| Dunes BB |
| RotoMangler |
| SawTooth |
| Spiral Deflector |
| Jaws of Life |
| Enigmatic Engulfer |
| Essence of Afterlife |
| HectoNulifier |
| HydroMide |
| HyperBlaze |
| Inertia Capsule |
| Leopard Fighter |
| Hand of Nergal |
| Karesh Backward |
| Slappy Bomb |
| Star Piercer |
| Head of Nergal |
| Axe of Nergal |
| Grunch Guard |
| Suckerman |
| Optic Terror |
| Terrible Slobber |
| Vision Nerve |
| Moon Evader |
| Pulse Probe |
| Sacrifice |
| Wind Rider |
| Fractal Hooka |
| Omnistry |
| Sonic Loop |
| Head Cropper |
| Mountain BB |
| Raw Knuckle |
| Work Hammer |
| Forest BB |
The Black Betweens. There are 6 spells in this group, 1 for each terrain type. They can be cast in any order & each time you cast one, your troops are upgraded to the next lesser level, casting all 6 BB Spells ends the game of Evernight. Surrounded on all sides by the Mighty Black Betweens lay 6 Groups of spells, dark & arcane, use them well for they will either bring you Great Fortune or Doom & Despair.... The Ancient Amra. Used to Alter Defensive Battle Dynamics. Battery Club, Garanapult, RotoMangler SawTooth, Spiral Deflector, Jaws of Life Church of the Transcendent Body Used to Alter Terrain Types. Enigmatic Engulfer, Essence of Afterlife, HectoNulifier HydroMide, HyperBlaze, Inertia Capsule Druids of Oarne Used for Various Miscellanious effects Leopard Fighter, Moon Evader, Pulse Probe Sacrifice, Star Piercer, Wind Rider Generation Technology Used to effect Movement Grunch Guard, Hand of Nergal, Suckerman Terrible Slobber, Optic Terror, Vision nerve Gonmol Horde Used to Alter Defensive battle Dynamics Axe of Nergal, Diablo Spear, Karesh Backward Head of Nergal, Raw Knuckle, Work Hammer Psylicides Used to Manipulate Visual Information. Fractal Hooka, Neural Implant, Omnistry Slappy Bomb, Sonic Loop, Head Cropper |
| Other Lessons |
| Diablo Spear |
| Neural Implant |
Note: Click on any of the pictures to see a more detailed description, including uses etc |
There are 42 Spells available in Evernight, Different Spells effect Visability, Movement, Offensive & Defensive Unit Statistics in Battle & also End the game. Players may cast Spells on any regions they own or are adjacent to. (Although Some Spells have restrictions on where you can cast them.) Only 1 Spell can be cast on a region per turn & will take effect in the following cycle. All Spells last only 1 cycle except those spells that alter terrain by changing region type. (These effects are permanant unless changed by another spell.) All Spells have a Minumum Cost in Fury that a player MUST spend in order to cast the spell. The Player can spend ANY amount of Fury as long as it is more than the Minimum & less than the players available Fury reserve. If Multiple Players cast a Spell on a region at the same time, the Player who "spent the most Fury" will have his/her spell take effect, The losing player gets neither their fury back nor the spell to use at a later time. If both Players cast for the same amount, then the Spell will NOT take effect & neither Player will get their Fury back. Lastly, When Spells are cast on adjacent regions, Spells are then processed cheapest to most expensive as a basic rule, hence Highest spell taking effect when cast on same region, but... When spells are cast on adjacent regions that have conflicting effects, then this rule applies: The Lower cost spell is always processed 1st, so an optic may well take effect next to a suckerman, the suckerman cast for more will then only draw the troops it still has a border with. A sacrifice spell will sac all troops before the sucker drags them in. Other instances, an Optic terror cannot send toops to a region where a Terrible Slobber has been cast for MORE than the Optic. These are but a few examples. Experiment, try different combinations as you delve into the Dark Magiks of Midia. |
| Swamp BB |
| Frozen Sea BB |