Contents
This complete Dice & Spells Magic Spells & Effects guide contains a full list of all the spells in the current meta. We have also given crucial details like spell rarity, effect, farming level, and other crucial details.
Magic Spells in Dice & Spells mobile game is a combat mechanic where you can execute a variety of offensive, defensive and support functions. There are variety of spells in the game from healing and stamina spell to shield and reroll spells, these have various effects and properties.
Dice & Spells Magic Spells Wiki
Here is our complete guide of all the Spells in Dice & Spells game with relevant details:-
Name | Rarity | Max amount | Description | Effect clarification | Farming level |
On a Roll | Common | 3 | Add 2 Rerolls (used only during rolling phase) |
If some dice are already used, Rerolls can still be used on others | Holloweye Castellum, 3 |
Talvia’s Teardrops | Common | 3 | Clear all negative effects | – | Holloweye Castellum, 21 |
Mend Wounds | Common | 3 | Restore full Health | – | Holloweye Castellum, 42 |
Refresh | Common | 3 | Restore full Stamina | – | Holloweye Castellum, 18 |
Talvia’s Blessing | Common | 3 | Apply Blessing to all your dice this turn | Dice have their value increased by X | – |
Sleigh of Hand | Common | 3 | Untap a dice (might be used again) |
“Refresh” one used or discarded dice | Holloweye Castellum, 6 |
Shatter | Common | 3 | Destroy target’s Shield | – | Holloweye Castellum, 15 |
Lightning Reflexes | Rare | Unlimited | Apply Momentum to all your dice this turn | Dice cost 0 Stamina to use, regardless of debuffs and initial costs | Holloweye Castellum, 24 |
Pain Transfer | Rare | Unlimited | Transfer all debuffs to an enemy | – | Holloweye Castellum, 30 |
Bloodlust | Rare | Unlimited | Apply Mark to all enemies for this turn | Increase damage dealt to enemies by 50% | Holloweye Castellum, 48 |
Wither | Rare | Unlimited | Apply Weak to all enemies for this turn | Enemies deal 30% less damage (resulting damage is rounded down) | Holloweye Castellum, 12 |
Chains | Rare | Unlimited | Apply Shackle to one enemy dice | Shackled dice can’t be used for one turn | Holloweye Castellum, 39 |
Dissolve | Rare | Unlimited | Double Venom on an enemy | – | Holloweye Castellum, 33 |
Iron Skin | Rare | Unlimited | Gain 8 Shield | – | Holloweye Castellum, 9 |
Arrow Barrage | Rare | Unlimited | Deal 5 damage to all enemies | – | Holloweye Castellum, 36 |
Second Wind | Rare | Unlimited | Heal to 50% of max Health rounded down after receiving a lethal blow | In-game description is erroneous, stating healing 0% of max Health | Holloweye Castellum, 27 |
Clod Sweat | Rare | Unlimited | Apply Invigorate for 5 turns | Restores 5 Stamina next turn, then 4 Stamina the turn after that, then 3, 2, 1 | Holloweye Castellum, 45 |
That covers this Spells guide for Dice & Spells game and every spell that you can get as of now. If you want to upgrade your experience further, take a look at our Dice & Spells codes list.
Dice & Spells Effects Wiki
Here is our complete guide on all the Effects in Dice & Spells game with relevant information:-
Icon | Description | Notes |
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Next dice used has its value increased by (X) | Applies to amount of: damage dealt to each target, dice skill secondary damage and Shield charges, Health and Stamina restoration, Shield charges, Venom charges, Stamina drained by Drain Stamina.
Doesn’t apply to: other dice skills secondary effects, reapplying Blessed (the stronger one applies alone), buff/debuff charges and strength except for Venom, buffs without stacks (such as Leech or Shackled), non-dice effects (such as Frenzy). |
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Deal (X) damage to attackers | Counter deals damage before the attack that triggers it, and can kill attacking character. If a character dies from Counter, their attack is cancelled and it doesn’t deal damage or apply negative effects. Isn’t triggered by damage from Venom. |
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Dies instantly after becoming the last enemy on the battleground | Ignores Undead that are being summoned from Cursed if the summoning isn’t complete at the moment. |
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Acions cost Health in addition to Stamina, Health cost equal to Stamina cost | Takes into account Slow effect that increases affected character’s dice skill Stamina cost. |
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Turns into an Undead after being slain | Summons Undead of the same amount of skulls as Cursed character had. Undead that are being summoned don’t count as existing characters for the purpose of completing an encounter, until the summoning is complete. |
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50% chance to avoid incoming attacks | If an attack applying negative effects is avoided, those effects aren’t applied either. Doesn’t avoid damage from Counter or Venom. |
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Has active Blessing (3) when Health has an even value | Triggered at the start of affected character’s turn, not the start of the round. |
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Stamina income from all sources is halved rounded down | Does also apply to discarding dice to restore Stamina. By default enemies restore Stamina in amount equal to missing from maximum limit. For example, an enemy with 4/7 Stamina would restore (7-4) = 3 Stamina by default (4/7 -> 7/7), or (7-4)/2 rounded down = 1 Stamina if Exhausted (4/7 -> 5/7). |
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Gain (X) Shield at the beginning of each turn | Shield charges are removed at the end of each round. |
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Boost all side values by (X) when below or equal to (Y) Health | Applies to amount of: damage dealt to each enemy, Health and Stamina restoration, Counter and Shield charges, Blessed and Dodge charges, debuff charges, Stamina drained by Drain Stamina, dice skills secondary effects (but see last note on Leech).
Doesn’t apply to: dice skills secondary damage (dealt to self), buff/debuff effects’ strength except Venom, buff/debuffs without charges (such as Leech or Shackled), non-dice effects (such as Frenzy). |
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Restores (X) Stamina at the start of next turn | The spell applies 5 charges. Invigorated (5) would restore 5 Stamina next turn, then 4 Stamina the turn after that, then 3, 2 and 1, to the total of 15 Stamina. Casting the spell twice in the same turn would restore 10 Stamina next turn, then 9, 8, …, 3, 2 and 1, to the total of 55 Stamina. |
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Next attack heals the attacker for the amount of damage dealt | Frenzy (Prisoner’s skill) visually seems as if it affects it and grants stacks, but there is no actual gameplay effect. Heals for all damage dealt by the attack, including damage to secondary targets and self, but not overkill or consumed by Shield. Isn’t triggered by damage from Counter or Venom, or by actions that don’t directly deal damage (such as applying debuffs). Leech from attacking a target might heal Prizoner over Frenzy threshold, in that case Frenzy would be disabled right after dealing damage to that target. If the skill had other targets remained and/or a secondary effect, Frenzy won’t apply to those. |
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Immune to Spells | Doesn’t prevent from applying Spells to other characters. For example, Arrow Barrage will damage all other enemies. |
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Receive 50% more damage rounded down | Applies to all received damage, including damage from Counter or Venom, and even self damage. Applies to overall damage, so effects increasing dice skill damage (such as Blessed) are taken into account as well. |
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Health and Shield gains are reduced by 50% rounded down | Resulting gain is rounded down, not the amount of reduction itself. |
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After taking lethal damage heal for 50% of its max Health | The spell applies 1 charge. |
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One die becomes unusable for one turn | Targets a dice of choice rather than a character, but is in fact a debuff effect applied to a character. Is considered as an effect on dice owner character, so can be cancelled by Removing All Negative Effects from that character. Visually seems as if it has charges, but there is no actual gameplay effect. Not affected by Blessed or Frenzy. |
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Blocks (X) received damage | Charges are consumed equal to blocked damage, damage amount remained after consuming all charges is dealth to Health. Shield charges are removed at the end of each round (whole round, not just turn), but not at the end of an encounter. Doesn’t block damage from Venom. |
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All Stamina costs on dice are increased by 1 | Does also apply to skills with base cost of 0 Stamina, except for skills with Momentum effect. Doesn’t apply to discarding dice to restore Stamina, as it’s not a dice skill and doesn’t have a cost. |
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When an enemy is below or equal 50% its max Health, it takes (X) additional damage | Technically applies to a character (hero), but affects opposing characters (enemies) without applying any status effect on them. Mark also affects this additional damage. Isn’t triggered by damage from Counter, or actions that don’t directly deal damage (such as applying debuffs). Probably isn’t triggered by Venom, no available combination in the game. |
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Must be targeted by attacks | Applies not only to attacks, but to any targeted effects. Attacks and effects may target any of the characters with Taunt. Characters without Taunt can still be secondary targets. |
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Apply (X) Venom to one random enemy at the beginning of each turn | Ignores Taunt. |
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Take (X) damage at the end of next turn | Venom (5) would deal 5 damage at the end of target’s turn, then 4 damage the turn after that, then 3, 2 and 1, to the total of 15. Reapplying Venom from any source stacks new charges on top of old ones, increasing both duration and current damage. Ignores Shield. Doesn’t trigger Counter. |
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Deal 30% less damage rounded down | Resulting damage is rounded down, not the amount of reduction itself. Also applies to damage dealt to self. Doesn’t apply to damage dealt by Venom. |
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Drain (X) Stamina from target | May prevent enemies from using their skills during current round. |
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Remove all negative effects | Doesn’t remove Drain Stamina, as it isn’t considered as an effect on a character. Does remove Shackled, as it is considered as an effect on a character. |
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Untap a dice (might be used again) |
Does also apply to dice that have been discarded to restore Stamina, and Untapped dice can also be used for that purpose. After being Untapped, dice can be rerolled if their amount of available rerolls is positive. |
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Drains 0 Stamina regardless of the cost | Ignores skill’s initial Stamina cost and Slow debuff. Blessed and Frenzy affect dice skill, but not this effect itself. |
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Stamina restoration may exceed character’s maximum | Stamina exceeding character’s maximum is reset between encounters. Frenzy affects dice skill Stamina restoration, but not this effect itself. Blessed isn’t triggered by dice skill Stamina restoration and doesn’t affect it or this effect itself. |
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Untaps (might be used again) if it kills a target | Does also apply to dice that have been discarding to restore Stamina. After being Untapped, dice can be rerolled if their amount of available rerolls is positive. Blessed and Frenzy affect dice skill damage, but not this effect itself. |
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Deal double damage if target has Venom | Blessed and Frenzy affect dice skill damage, but not this effect itself. However, this effect does double skill damage, including damage increases (such as Blessed and Frenzy). |
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Ignores Taunt | Blessed and Frenzy affect dice skill damage, but not this effect itself. |
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Ignores Shield | Blessed and Frenzy affect dice skill damage, but not this effect itself. |
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Affects both initial target and next character to the left from it | Affects primary target first, then secondary target. Blessed and Frenzy affect dice skill damage on each target, but not this effect itself. |
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Affects both initial target and next character to the right from it | Affects primary target first, then secondary target. Blessed and Frenzy affect dice skill damage on each target, but not this effect itself. |
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Affects all enemies | Affects all enemies in order from left to right. Blessed and Frenzy affect dice skill damage on each target, but not this effect itself. |
With that I conclude this Dice & Spells Magic Spells & Effects guide. You can make informed decisions and develop powerful tactics to defeat enemies when you are aware of how each spell behaves and how to utilize in various circumstances.
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