Spell | Combination | Element |
---|---|---|
Orb of Lava | Astral, Fiery, 1st~4th Level | Earth |
Effects: Fires a ball of magma at the target, damaging them and their soldiers. May set affected terrain on fire. Does not work very well during rainy weather. Cannot be used outside of battles. | ||
Hurl Stones | Terrestrial, Ivy, 1st~4th Level | Earth |
Effects: Hits the target with raining stones, damaging them and their soldiers. Cannot be used outside of battles. | ||
Tree Tangle | Living, Ivy, 1st~4th Level | Earth |
Effects: Conjures enchanted trees that entangle approaching targets for several turns. Works best in forests. Cannot be used outside of battles. | ||
Confusion | Dead, Power, 1st~3rd Level | Earth |
Effects: Causes the target's soldiers to fight among themselves, dwindling their numbers slightly and immobilizing them for several turns. Cannot be used outside of battles. | ||
Raise Army | Dead, Power, 4th Level | Earth |
Effects: Replenishes the target's ranks with soldiers revived from the dead. Cannot be used outside of battles. | ||
Part Water | Astral, Icy, 1st~4th Level | Earth |
Effects: Transforms river banks into movable terrain, enabling other units to cross them. | ||
Plant | Dead, Power, 4th Level | Earth |
Effects: Plants new trees on empty grasslands. Cannot be used in battles. | ||
Transfer Mana | Astral, Fiery, 1st~4th Level | Earth |
Effects: Transfers a portion of the caster's mana to the target. Cannot be used in battles. | ||
Lightning | Terrestrial, Fiery, 1st~4th Level | Water |
Effects: Sends a lightning bolt to hit the target, damaging them and their soldiers. May cause rainy weather to occur after use. Cannot be used outside of battles. | ||
Flood | Dead, Icy, 1st~4th Level | Water |
Effects: Drowns the target with heavy water, damaging them and their soldiers. Works extremely well during rainy weather. Cannot be used outside of battles. | ||
Protection | Astral, Fiery, 1st~4th Level | Water |
Effects: Temporarily envelops the caster within a protective barrier, enabling them to better endure enemy attacks. Cannot be used outside of battles. | ||
Glamour | Living, Power, 1st~4th Level | Water |
Effects: Temporarily turns the caster into a warrior unit, enabling them to fight more efficiently. Cannot be used outside of battles. | ||
Heal | Living, Ivy, 1st~4th Level | Water |
Effects: Restores the target's strength by a substantial amount. | ||
Extinguish | Terrestrial, Icy, 1st~4th Level | Water |
Effects: Puts out wildfires to preserve local crops. |
Casting spells is an ability exclusive to druid and bard champions in Celtic Tales: Balor of the Evil Eye. To cast magic, players must select a specific set of runes and combine them with an elemental property to invoke their effects. Once the incantation succeeds, the spell can be used on the intended target within range. Note that weather conditions and energy rune levels dictate how far a spell is able to travel.
Despite its advantages, spell casting is limited by mana consumption and prevents users from taking other actions during the turn phase. Mana is restored by resting in and out of battle. Champions with high dexterity are able to aim their spells more accurately or dodge them entirely.
Elements
Element | Caster | |
---|---|---|
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Earth | Druid |
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Water | Druid |
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Fire | Bard |
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Air | Bard |
Runes
Runes are physical mediums used for casting spells. In the hands of a low-leveled magic user, they are likely to break easily and will require a month to be replaced. Stone runes, while rare in number, are unbreakable and can only be found by recruiting certain champions or exploring different areas repeatedly.
Spell List
Spell | Combination | Element |
---|---|---|
Fireball | Astral, Fiery, 1st~4th Level | Fire |
Effects: Hurls a fireball at the target. May set affected terrain on fire. Does not work very well during rainy weather. Cannot be used outside of battles. | ||
Internal Fire | Living, Power, 1st~4th Level | Fire |
Effects: Severely damages the target via spontaneous combustion. Very effective against enemies with high strength. Cannot be used outside of battles. Cannot be used outside of battles. | ||
Fire Trap | Terrestrial, Fiery, 1st~4th Level | Fire |
Effects: Sets a trap that explodes when stepped on. Damages unwary targets and their soldiers. Will also immobilize victim for several turns. Cannot be used outside of battles. | ||
Hypnotize | Astral, Power, 1st~4th Level | Fire |
Effects: Causes the target to fall asleep. Caster cannot take any other action while hypnosis is in effect. Cannot be used outside of battles. | ||
Increase Moral | Living, Ivy, 1st~4th Level | Fire |
Effects: Increases the morale of targeted champions and soldiers. Cannot be used outside of battles. | ||
Decrease Moral | Living, Icy, 1st~4th Level | Fire |
Effects: Decreases the morale of targeted champions and soldiers. Cannot be used outside of battles. | ||
Up Population | Living, Icy, 4th Level | Fire |
Effects: Encourages the local population to grow in number. Cannot be used in battles. | ||
Farm | Terrestrial, Ivy, 1st~4th Level | Fire |
Effects: Conjures farmland from empty grasslands and enhances existing ones. Cannot be used in battles. | ||
Fierce Wind | Dead, Ivy, 1st~4th Level | Air |
Effects: Blows the target's soldiers away with ferocious winds. May occasionally lift target into the air for heavy damage. Cannot be used outside of battles. | ||
Twister | Dead, Icy, 1st~4th Level | Air |
Effects: Summons a twister to eject a sizable portion of the target's soldiers. Cannot be used outside of battles. | ||
Smoke | Terrestrial, Ivy, 1st~4th Level | Air |
Effects: Entraps the target within a layer of smoke, immobilizing them for several turns. Affected victims may move about slightly in random directions. Cannot be used outside of battles. | ||
Poison Cloud | Terrestrial, Fiery, 1st~4th Level | Air |
Effects: Encases the target in poisonous gas, immobilizing them for several turns. Cannot be used outside of battles. | ||
Chaos | Dead, Power, 4th Level | Air |
Effects: Calls upon evil spirits to haunt the target, decreasing their morale for several turns. Cannot be used outside of battles. | ||
Speed | Astral, Icy, 1st~4th Level | Air |
Effects: Increases the target's overall speed. Cannot be used outside of battles. | ||
Cattle Births | Astral, Fiery, 4th Level | Air |
Effects: Entices cattle into mating with nearby bulls to raise their numbers. Cannot be used in battles. | ||
Encourage | Living, Power, 1st~4th Level | Air |
Effects: Increases the ability of targeted champion by 3. Cannot be used in battles. |