Red Spells or Red Spell Cards in Magic Legends is one of the five types of mana spells. Red Spells or Spell Cards resonate with Red Mana and the Geomancer planeswalker, which allows the player to conjure elemental properties, specifically fire, to unleash destructive attacks, chaos, and direct damage. Although Red Spells synergize well with the Geomancer class, in Magic: Legends, players can still branch out and equip other color-specific spell cards such as Green, Blue, Black, and White to their deck. This page covers a list of all the Red Spells or Red Spell Cards in Magic: Legends.
Upgrading Spells
There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.
Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.
Mana Color Specialization
Listed below are the various colors of mana that have their own specialization:
- White: Healing, Control, Protection, Retribution.
- Blue: Control, Efficiency, Manipulation, Defensive Creatures.
- Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
- Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
- Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.
Spell Deck
Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.
Magic Legends All Red Spells
Red Spells Comparison Table
Click the header to sort the table.
Name |
Rarity |
Effect/s |
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Uncommon | Creature - 1/2 Human Wizard Whenever you cast a sorcery, this creature gains +1/+0 for 10 seconds. |
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Rare | Creature - 1/1 Goblin Summon X (For spells with in their cost, press and hold to spend more mana.) |
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Common | Creature - 2/2 Goblin Special Ability: Create a hazard at target location that deals 942 damage to foes inside it over 5 seconds. On Death: Deal 942 damage to nearby foes. |
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Common | Creature - 2/2 Kavu Whenever you cast a sorcery, Juvenile Kavu deals 314 damage and 157 damage over 10 seconds to foes in a random area. |
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Common | Creature - 4/2 Kavu Special Ability: Deal 942 damage to foes in a line. |
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Uncommon | Creature - 6/1 Elemental On Summon: Deal 628 damage and Stun nearby foes for 1 second. Special Ability: Teleport to a foe, deal 628 damage and Stun nearby foes for 1 second. |
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Common | Creature - 3/5 Elemental On Summon: Taunt foes for 5 seconds. Special Ability: Deal 628 damage to foes in front of it. |
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Common | Creature - 2/1 Elemental Summon 3 On Death: Deal 628 damage to nearby enemies. |
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Uncommon | Creature - 3/3 Goblin Other creatures you control gain +1/+0. Goblines you control also gain Greater Swiftness. (Swiftness increases movement speed.) |
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Mythic | Artifact Creature - 4/6 Piercing (Basic projectiles pass through enemies.) Special Ability: Deal 628 damage and knock down foes in front of it. Activated Ability : Galvanized Dreadnaught gains +4/-3 for 10 seconds. |
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Rare | Creature - 5/4 Ogre Special Ability: Deal 471 damage to foes in a small area and create a 1/1 Goblin creature token for 30 seconds. On Death: Summon three 1/1 Goblin creature tokens for 30 seconds. |
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Rare | Creature - 2/3 Human Shaman Werewolf Special Ability: Summon a 2/2 Wolf creature token for 30 seconds. If Transformed, charge forward, deal 628 damage, and create a hazard that deals 314 damage over 10 seconds. If you control 4 or more wolves or werewolves, Transform, gain Lesser Swiftness, and +3/+0. |
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Rare | Creature - 6/6 Dragon On Summon: Deal 628 damage to nearby foes. Activated Ability : Deal 105 damage in a cone. |
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Uncommon | Creature - 6/4 Elemental If no foes are near Magma Colossus, it attacks from range. Whenever Magma Colossus attacks from range, it gains Trample. (Basic attacks hit multiple targets.) |
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Rare | Sorcery Deal 993 damage to nearby foes twice per second as long as you maintain this spell. Foes have a chance to be knocked into the air. ( For spells with in their cost, press and hold to spend more mana.) |
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Common | Sorcery Deal 2215 damage to foes at target location. |
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Uncommon | Sorcery - Condition Taunt nearby foes in for 8.0 seconds. For 8.0 seconds, whenever you damage a foe with your Primary attack, that foe will take additional damage equal to 50% of the damage dealt. |
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Rare | Sorcery Deal 120 damage to a random foe four times per second for 10 seconds. |
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Common | Sorcery Deal 3750 damage to foes in a line. |
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Uncommon | Sorcery Deal 1669 damage to foes in a cone and pull them to your location. |
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Common | Sorcery Charge to target foe and deal 10595 damage to it. Critical: Deal 100% additional damage to target foe if it is affected by a damage over time effect. |
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Uncommon | Sorcery - Control Edition Take control of target foe for 8.0 seconds to 15.0 seconds That target gains Greater Haste and Greater Swiftness while under this spell's effect. (Haste increases attack speed.) |
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Common | Sorcery Deals 4070 damage to foes in a line. |
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Common | Sorcery - Damage Over Time Deal 3052 damage and 1119 damage over 10 seconds to nearby foes. |
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Rare | Sorcery The creature you control with the highest power gains +X/+0 for 10.0 seconds, where X is that creature's power. Sacrifice that creature when this effect ends. |
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Rare | Sorcery Create a Hazard at target location that Taunts all foes for 3 seconds, then deals 3231 damage to nearby foes. |
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Uncommon | Sorcery Deal 3634 damage to foes in a line. Critical: Deal 10% additional damage to foes at full health. |
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Uncommon | Sorcery Deal 6547 damage to foes in a cone and repel yourself backwards. |
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Uncommon | Sorcery Create a hazard at target location that deals 6104 damage to foes inside it over 10 seconds. |
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Common | Sorcery - Damage Over Time Shield yourself for 4652 for 10 seconds. For 10 seconds, deal 3,026 damage over 10 seconds to nearby foes every second. |
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Common | Sorcery Deal 3476 damage to foes in a cone. Critical: Deal 100% additional damage to foes affected by a damage over time effect. |
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Mythic | Sorcery Deal 3277 damage to foes in a line then create a hazard that deals 4097 damage to foes inside it over 5 seconds. |
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Common | Enchantment For 30 seconds, whenever you cast a Sorcery, create a 1/1 Goblin creature token for 30 seconds. |
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Rare | Enchantment For 30 seconds, creature spells cost 25% as much, and gain Greater Swiftness and Greater Haste when they enter the battlefield. Sacrifice those creatures after 15 seconds. |
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Mythic | Enchantment For 42 seconds, you gain Greater Might and Greater Vulnerability. |
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Uncommon | Enchantment For 30 seconds, whenever a creature you control dies, that creature deals 200% of its damage to nearby foes. |
Unstable Beam |
Mythic | Sorcery Deal 3704 damage to foes in front of you twice per second, as long as you maintain this spell. Foes have a chance to be knocked down. (For spells with in their cost, press and hold to spend more mana.) |