Magefall is a turn-based realm conquest game. You grow by spending turns to claim land, build economy, recruit armies, research spells, and wage wars — but the win condition is simple: Land is the scoreboard.
Early game is about not wasting turns and getting a basic economy online.
Turns are your action fuel. Most actions cost turns. Turns regenerate up to your cap (288). A new turn is generated every 300 seconds while you are below cap.
The Map is the game. You’ll use it to expand, reposition, and start wars.
Rule of thumb: If you’re not touching them on the map, you can’t meaningfully fight them.
Your economy is what lets you keep fighting when the first battle doesn’t end the realm.
If you want to dominate late game, your build order usually becomes: Farms until you can field real stacks, then Obelisks to enable spell wars.
Units cost Gold and consume Supplies. Supplies cap is mostly built via Farms. If you hit your cap, you must build farms or lose troops.
Research is a long game advantage. You pay upfront (gold + mana) and then your research completes after you spend enough turns on any actions. Think of it as: start research, then keep playing — it finishes naturally.
These passives are intentionally subtle but impactful—they reward mixed armies and counterplay rather than “one unit to rule them all”.
| Spell | Target | Mana | Turns | Duration | Research |
|---|---|---|---|---|---|
| Ruinous Bolt A vicious firebolt that immolates a meaningful portion of a random enemy stack. Border-only. |
enemy | 200 | 5 | 0 | 700g / 250m / 18t |
| Veil of Fog Shrouds a target enemy parcel in dense fog for 6 turns. Ranged units suffer heavy effectiveness when attacking that parcel. |
enemy | 220 | 4 | 6 | 700g / 420m / 18t |
| Ember Scourge Sets a target enemy parcel ablaze for 6 turns. Small ongoing attrition to defenders in battles over this tile. |
enemy | 240 | 4 | 6 | 780g / 460m / 20t |
| Floodplain Floods a target enemy parcel for 7 turns. Infantry suffers reduced damage when fighting on this tile. |
enemy | 240 | 4 | 7 | 850g / 480m / 22t |
| Stone Spikes Jagged earth erupts under the enemy: moderate casualties and a brief shock to morale. Border-only. |
enemy | 240 | 6 | 0 | 850g / 380m / 22t |
| Glacial Lock Freezes a target enemy parcel for 4 turns. Attacks against that parcel become harder and defenders gain a solid edge. |
enemy | 260 | 5 | 4 | 900g / 520m / 26t |
| Chain Lightning Jumps through the enemy line: damages a random stack, then splashes a smaller echo into a second stack. Border-only. |
enemy | 260 | 6 | 0 | 900g / 400m / 24t |
| Tidal Crush A crushing wave that targets the largest enemy stack (by quantity) and reduces it. Border-only. |
enemy | 280 | 7 | 0 | 950g / 450m / 26t |
| Stonebreaker Rite A grinding earth-rite that cracks enemy infrastructure: destroys some Farms (capped). Border-only. |
enemy | 700 | 14 | 0 | 2000g / 900m / 70t |
| Tempest Sunder A violent storm snaps obelisks and disrupts spellwork: destroys some Obelisks (capped). Border-only. |
enemy | 750 | 15 | 0 | 2200g / 1000m / 75t |
| Fire Siege Siege-fire crashes into a bordering enemy parcel. Randomly destroys a portion of Farms and Obelisks (capped). Border-only. |
enemy | 900 | 18 | 0 | 2500g / 1200m / 90t |
| Rampant Growth Blesses one of your own parcels for 10 turns. Defenders on that tile gain resilience; your supply strain eases slightly in battles over it. |
self | 180 | 3 | 10 | 650g / 420m / 20t |
| Golden Tithe For 10 turns, your Tax action yields more gold. |
self | 220 | 2 | 10 | 900g / 350m / 22t |
| Mana Surge For 10 turns, your Focus action yields more mana. |
self | 220 | 2 | 10 | 900g / 350m / 22t |
| Aegis of Stone For 6 turns, your armies resist damage better in battles (damage reduction). |
self | 260 | 3 | 6 | 1100g / 500m / 30t |
| War Fervor For 6 turns, your armies fight harder in battles (attack power bonus). |
self | 260 | 3 | 6 | 1100g / 500m / 30t |
| Ashen Veil For 4 turns, hostile spells against you are harder to land and ranged pressure weakens. |
self | 300 | 4 | 4 | 1300g / 650m / 34t |
| Chronomancer's Refund A forbidden blue rite: regain a small number of turns (capped by your turn cap). Massive cooldown. |
self | 1100 | 25 | 0 | 6500g / 2600m / 320t |
| Arcane Spark A precise crackle of arcane energy that picks off a small portion of a random enemy stack. Your starter spell. |
enemy | 35 | 1 | 0 | — |
Mana timing wins wars. Don’t blow your mana on tiny casts right before a big border fight.
Wizards are unlocked with Valor. You choose one as your Active Wizard. Your active wizard auto‑casts at the start of every battle (attacking or defending), shaping how your wars play out. Only one wizard effect can be active at a time.
Switching your active wizard costs turns. Your bound creatures remain, but any in‑progress summoning ritual is canceled (see the Dashboard tooltip).
Summons are high-cost power that consume Arcane Capacity (from Obelisks). They’re the “I’m serious now” layer of the game. Each active wizard offers three summon choices (low / mid / elite) so you can field summons earlier and scale up over time.
Summons act as real combat stacks. They are expensive because they carry special passives that can swing battles—especially when mixed with the right infantry.
War is expensive — but it’s how you take land. Look for border targets, cast for advantage, then attack to seize territory. Winning is often about chaining: win → take land → stabilize economy → win again.
If building capture is enabled, captured buildings per victory are capped at 25.
Guilds are how you turn “one mage vs the world” into coordinated domination. You can share plans, defend borders, and time wars together. A good guild doesn’t just win fights — it wins the week.
You can review outcomes in War Reports. Combat logs will include a summary of wizard effects that triggered.
Spells are cast from the War page. Your available spells come from the grimoire you’ve unlocked through progression (and the realm’s spell catalog). Some spells are self-cast and some are hostile.
Rule of thumb: Don’t cast spells blindly. Read the spell description + costs, and plan your turns.
| Spell | Target | Cost | Effect |
|---|---|---|---|
|
Ruinous Bolt Key: ruinous_bolt |
Enemy |
Mana: 200
Turns: 5
Research: 700g • 250 mana • 18 turns
|
A vicious firebolt that immolates a meaningful portion of a random enemy stack. Border-only. |
|
Veil of Fog Key: veil_of_fog |
Enemy
Duration: 6 turns
|
Mana: 220
Turns: 4
Research: 700g • 420 mana • 18 turns
|
Shrouds a target enemy parcel in dense fog for 6 turns. Ranged units suffer heavy effectiveness when attacking that parcel. |
|
Ember Scourge Key: ember_scourge |
Enemy
Duration: 6 turns
|
Mana: 240
Turns: 4
Research: 780g • 460 mana • 20 turns
|
Sets a target enemy parcel ablaze for 6 turns. Small ongoing attrition to defenders in battles over this tile. |
|
Floodplain Key: floodplain |
Enemy
Duration: 7 turns
|
Mana: 240
Turns: 4
Research: 850g • 480 mana • 22 turns
|
Floods a target enemy parcel for 7 turns. Infantry suffers reduced damage when fighting on this tile. |
|
Stone Spikes Key: stone_spikes |
Enemy |
Mana: 240
Turns: 6
Research: 850g • 380 mana • 22 turns
|
Jagged earth erupts under the enemy: moderate casualties and a brief shock to morale. Border-only. |
|
Glacial Lock Key: glacial_lock |
Enemy
Duration: 4 turns
|
Mana: 260
Turns: 5
Research: 900g • 520 mana • 26 turns
|
Freezes a target enemy parcel for 4 turns. Attacks against that parcel become harder and defenders gain a solid edge. |
|
Chain Lightning Key: chain_lightning |
Enemy |
Mana: 260
Turns: 6
Research: 900g • 400 mana • 24 turns
|
Jumps through the enemy line: damages a random stack, then splashes a smaller echo into a second stack. Border-only. |
|
Tidal Crush Key: tidal_crush |
Enemy |
Mana: 280
Turns: 7
Research: 950g • 450 mana • 26 turns
|
A crushing wave that targets the largest enemy stack (by quantity) and reduces it. Border-only. |
|
Stonebreaker Rite Key: stonebreaker |
Enemy |
Mana: 700
Turns: 14
Research: 2000g • 900 mana • 70 turns
|
A grinding earth-rite that cracks enemy infrastructure: destroys some Farms (capped). Border-only. |
|
Tempest Sunder Key: tempest_sunder |
Enemy |
Mana: 750
Turns: 15
Research: 2200g • 1000 mana • 75 turns
|
A violent storm snaps obelisks and disrupts spellwork: destroys some Obelisks (capped). Border-only. |
|
Fire Siege Key: fire_siege |
Enemy |
Mana: 900
Turns: 18
Research: 2500g • 1200 mana • 90 turns
|
Siege-fire crashes into a bordering enemy parcel. Randomly destroys a portion of Farms and Obelisks (capped). Border-only. |
|
Rampant Growth Key: rampant_growth |
Self
Duration: 10 turns
|
Mana: 180
Turns: 3
Research: 650g • 420 mana • 20 turns
|
Blesses one of your own parcels for 10 turns. Defenders on that tile gain resilience; your supply strain eases slightly in battles over it. |
|
Golden Tithe Key: golden_tithe |
Self
Duration: 10 turns
|
Mana: 220
Turns: 2
Research: 900g • 350 mana • 22 turns
|
For 10 turns, your Tax action yields more gold. |
|
Mana Surge Key: mana_surge |
Self
Duration: 10 turns
|
Mana: 220
Turns: 2
Research: 900g • 350 mana • 22 turns
|
For 10 turns, your Focus action yields more mana. |
|
Aegis of Stone Key: aegis_of_stone |
Self
Duration: 6 turns
|
Mana: 260
Turns: 3
Research: 1100g • 500 mana • 30 turns
|
For 6 turns, your armies resist damage better in battles (damage reduction). |
|
War Fervor Key: war_fervor |
Self
Duration: 6 turns
|
Mana: 260
Turns: 3
Research: 1100g • 500 mana • 30 turns
|
For 6 turns, your armies fight harder in battles (attack power bonus). |
|
Ashen Veil Key: ashen_veil |
Self
Duration: 4 turns
|
Mana: 300
Turns: 4
Research: 1300g • 650 mana • 34 turns
|
For 4 turns, hostile spells against you are harder to land and ranged pressure weakens. |
|
Chronomancer's Refund Key: chronomancer_refund |
Self |
Mana: 1100
Turns: 25
Research: 6500g • 2600 mana • 320 turns
|
A forbidden blue rite: regain a small number of turns (capped by your turn cap). Massive cooldown. |
|
Arcane Spark Key: arcane_spark |
Enemy |
Mana: 35
Turns: 1
|
A precise crackle of arcane energy that picks off a small portion of a random enemy stack. Your starter spell. |
Note: Spell balance can change as the realm evolves — this list is pulled from the current spell catalog.
Winning wars is how empires are made. Victories can award multiple kinds of rewards — and the battle report will show the details.
Important: Bonus land does not come from the defender. It represents your armies claiming unsettled territory while marching to and from battle.
Magefall is intentionally a little political. Attacks create grudges, alliances, and revenge cycles. If you win, expect retaliation — and if you lose, learn fast and strike back smarter.