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Casting spells is an ability exclusive to druids and bards in Celtic Tales: Balor of the Evil Eye. To use 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 cast on the intended target within range. Note that weather conditions and energy rune levels dictate how far a spell can 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 or out of battle. Champions with high dexterity are able to aim their spells more accurately or dodge them entirely.

ElementsEdit

Element Caster
Element Icon - Earth (CTBE) Earth Druid
Element Icon - Water (CTBE) Water Druid
Element Icon - Fire (CTBE) Fire Bard
Element Icon - Air (CTBE) Air Bard


RunesEdit

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.

Rune Information
Astral Terrestrial
Rune 1 (CTBE) Rune Type: Plane Rune 2 (CTBE) Rune Type: Plane
Stone Rune Owner: Stone Rune Owner: Angus Og
Living Dead
Rune 3 (CTBE) Rune Type: Plane Rune 4 (CTBE) Rune Type: Plane
Stone Rune Owner: Stone Rune Owner: Bran
Ivy Fiery
Rune 5 (CTBE) Rune Type: Ring Rune 6 (CTBE) Rune Type: Ring
Stone Rune Owner: Emer Stone Rune Owner: Creidhne
Icy Power
Rune 7 (CTBE) Rune Type: Ring Rune 8 (CTBE) Rune Type: Ring
Stone Rune Owner: Manannan Stone Rune Owner: Cathbadh
1st Level 2nd Level
Rune 9 (CTBE) Rune Type: Energy Rune 10 (CTBE) Rune Type: Energy
Stone Rune Owner: Sinnan Og Stone Rune Owner: Faun
3rd Level 4th Level
Rune 11 (CTBE) Rune Type: Energy Rune 12 (CTBE) Rune Type: Energy
Stone Rune Owner: Onagh Stone Rune Owner: Calatin


Spell ListEdit

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.

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.

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