Loading spells...
✦ ✦ ✦
Spell Identified!
Choose a Spell to Guess
🎲
Random Spell
Pick a completely random spell from all 482
📅
Today's Daily Spell
Create a Challenge
Pick a spell and share a secret link with a friend
— or pick a past date —
Create a Challenge
Pick a spell — your friend won't see the answer
✦ Use a Hint ✦
Choose a column to reveal. Already known columns are shown in green.
Effect Types — Complete Guide
How spells are categorized, how partial matches work, and how color links are shown
The 6 Top-Level Categories
charm — modifies outgoing effects (damage dealt, healing done, accuracy)
ward — modifies incoming effects (damage received, healing received)
damage — deals damage
heal — restores health
utility — special actions
aura / global / minion / dot / hot — standalone types
Most effect types follow the pattern category-subtype (e.g. ward-shield, charm-blade, utility-gambit). Some like damage, heal, aura, global, and minion have no subtype.
Subtypes by Category
charm: accuracy · blade · dispel · healing · pierce · prism · weakness
ward: absorb · healing · prism · shield · stun · trap
utility: aggro · beguile · clear · conditional · confuse · convert · detonate · extend · gambit · mutate · pip · push · remove · reshuffle · revive · sacrifice · steal · swap
Standalone types (no subtype): damage · aura · global · minion · heal · hot (heal over time) · dot (damage over time)
Note: damage-drain uses damage as a category prefix, making it a partial match with plain damage spells. This is the one exception where a standalone type also acts as a category parent.
How Partial Matches Work (Step by Step)
1
The game compares your guessed spell's effect types to the answer's effect types.
2
Green (exact): Every effect type matches exactly and the counts are equal. e.g. guess has ward-trap, answer has ward-trap.
3
Yellow (partial — exact overlap): At least one effect type from your guess exists in the answer, but not all match. The matching type is shown at full brightness, non-matching types are dimmed.
4
Yellow (partial — category overlap only): No exact type matches, but at least one category prefix matches. e.g. you guessed ward-shield but the answer has ward-trap. The prefix ward is shown at full brightness, the suffix -shield is dimmed to signal the subtype is wrong.
5
Grey (no match): No exact types and no category prefixes overlap at all.
Example: Answer is Feint (ward-trap/enemy, ward-trap/self). You guess a spell with ward-shield. The cell turns yellow. You see ward-shield — telling you the ward category is right but the subtype is wrong.
How Color Links Work
Color links connect an effect type to its target to show you which target belongs to which effect. Colors appear only when specific conditions are met:
1
The game checks each effect in your guess as a pair: (effect type → target).
2
If that exact pair exists in the answer spell, it becomes a linked pair and gets a color.
3
Colors are assigned by connected groups. If one effect type links to multiple targets (e.g. ward-trap→enemy and ward-trap→self), all three share one color. If two separate effect types each link to their own distinct target (e.g. damage→enemy and ward-shield→self), they get separate colors.
4
If no exact pair matches, no colors appear — both columns show plain text regardless of whether individual types or targets partially match.
Example A: Answer has damage → enemy and ward-shield → self. Your guess also has these exact pairs. These are two separate groups — damage+enemy share blue, ward-shield+self share orange.

Example B: Answer has ward-trap → enemy and ward-trap → self. Since ward-trap connects to both targets, all three (ward-trap, enemy, self) are in the same group and share blue.

Example C: Answer has utility-remove → aoe and damage → aoe. Both types connect to aoe, so all three share blue.

Example D: You guess a spell with ward-trap → aoe but the answer's trap targets enemy. No exact pair match — no colors shown even though ward-trap partially matches.
Pip Cost Notes
Pip cost shows the number of pips required to cast the spell. School pips count as 2 regular pips for cost purposes. Spells with cost X scale with how many pips you put in.
Arc Notes
Arcs represent which content update or storyline the spell belongs to:
Arc 1 — Wizard City through Dragonspyre
Arc 2 — Celestia through Khrysalis
Arc 3 — Polaris through Empyrea
Arc 4 — Karamelle through Wallaru
Arc 5 — Darkmoor and beyond
Side Arc — Grizzleheim, Wintertusk, Castle Darkmoor
⚙ Settings
Smart Filters
Show filter toggles below search
School Filter
Show school filter pills
Hints
Show hint bar after 3 guesses
💾 Your preferences are saved automatically