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
Welcome
Religion
Diablo Spear
Neural Implant

Note: Click on any of the pictures
to see a more detailed description,
including uses etc
Battles & Battle Stats
Winning


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
Communications 101