Sorcery Spells or Sorcery Spell Cards in Magic Legends is one of the spells or card categories of the game. Sorcery Spells or Spell Cards are single-use powers that can quickly turn the tide of a battle in your favor. With the use of a sorcery card, you can conjure spells such as calling forth a dragon that engulfs your foes in flames, heal yourself, your allies, as well as any summoned Creatures or control the minds of your enemies that are on the battlefield. Sorcery spells or cards are not tied to a specific color of mana but it is widely available to all. This page covers a list of all the Sorcery Spells or Sorcery 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 Sorcery Spells
Sorcery Spells Comparison Table
Click the header to sort the table.
Name |
Rarity |
Effect/s |
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Common | Sorcery - Condition Deal 997 damage and Taunt nearby foes for 10 seconds. |
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Uncommon | Sorcery Exile foes at target location for 5.0 seconds. (Exiled creatures cannot act or take damage.) |
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Rare | Sorcery - Control Deal 3526 damage and Stun all foes that attacked you while Maintaining this spell for 3 seconds. (For spells with Damage and Stun duration increase by up to 100% depending on how much damage was received. |
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Rare | Sorcery For 8.0 seconds, your creature with the strongest toughness takes no damage. When this spell ends, it deals damage to foes equal to 50% of the damage that your creature would have taken. |
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Rare | Sorcery For 10 seconds, whenever you take damage, heal yourself and nearby allies for 554. |
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Common | Sorcery - Control Deal 3544 damage and Stun foes at target location for 4 seconds. |
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Uncommon | Sorcery Kicker Create three spirit wells. Whenever a player comes in contact with a spirit well, it is consumed and heals that player for 1046. If kicked, create five spirit wells instead. |
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Uncommon | Sorcery - Condition Charge forward, deal 2953 damage, and Taunt foes in front of you for 10 seconds. |
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Common | Sorcery For 5 seconds, heal yourself and nearby allies for 2906 every second. |
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Common | Sorcery - Control Deal 3256 damage and Stun foes in a line for 4 seconds. |
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Rare | Sorcery For 8.0 seconds, creatures you control gain +2/+2. |
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Common | Sorcery Heal yourself and creatures you control for 2906. Teleport creatures you control to your location. |
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Uncommon | Sorcery You and your creatures you control gain 3851 shield for 10 seconds. |
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Mythic | Sorcery For 8.0 seconds, creatures you control gain Retaliate. (Deal their power in damage to their attacker when hit.) |
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Common | Sorcery Deal 3977 damage to foes in a cone Critical: Deal 100% additional damage if you have 50% or less health. |
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Common | Sorcery Deal 2782 damage to nearby foes. Heal yourself and nearby allies for 2908. |
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Uncommon | Sorcery Deal 4578 damage to foes in front of you. Critical: Deals 100% additional damage to foes affected by control effects. |
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Uncommon | Sorcery Deal 7382 damage to foes in the area. |
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Common | Sorcery - Condition For 10.0 seconds, your creature with the lowest percentage health gains +0/+3 and Hexproof (This creature may not be targeted directly by foes). Additionally, if this target has 50% or less of its maximum health, draw a spell. |
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Common | Sorcery - Control Deal 863 damage and pull enemies to target enemy or location and Root them for 2.0 seconds. (Root prevents movement.) |
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Rare | Sorcery - Control Take control of enemy creatures in an area around you for 10 seconds. (Reduced duration on powerful foes.) The radius increases with the amount of mana spent. (For spells with |
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Rare | Sorcery - Condition For 4.0 seconds, you have Greater Swiftness, immunity to control effects, and the ability to pass through foes. Applies Lesser Snare to foes you pass through for 5 seconds. |
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Common | Sorcery - Control Disorient nearby foes for 8 seconds, and then teleport to target location, and then deal 2,879 damage to nearby foes. (Disoriented prevents actions and movement until damaged.) Critical: Deals 100% additional damage to foes affected by a Control effect. |
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Uncommon | Sorcery - Condition Create a hazard at target location for 6.0 seconds. Foes in the hazard have Greater Slow and Greater Snare. Allied creatures in the hazard have Greater Haste and Greater Swiftness. |
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Common | Sorcery Deal 9,999 damage to foes in a line. Critical: Deal 50% additional damage to foes affected by a control effect. Draw a spell. |
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Common | Sorcery - Control Disorient foes at a target location for 8.0 seconds. (Disorient prevents actions and movement until damaged.) |
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Mythic | Sorcery - Condition For 3.0 seconds, you have Greater Swiftness. (Swiftness increases movement speed.) After 3.0 seconds, return to the amount of life and mana you had upon casting this spell. |
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Rare | Sorcery - Condition Discard all spells in your hands, then draw that many spells. For 5.0 seconds, gain Lesser Swiftness. (Swiftness increases movement speed.) |
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Common | Sorcery Draw 3 spells. 40% chance to draw an additional spell. |
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Uncommon | Sorcery - Control You gain 5813 shield for 5 seconds. While the shield is active, Stun foes that damage you for 4 seconds. If any shield remains when this spell ends, deal 4169 damage and Stun nearby foes for 4 seconds. |
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Common | Sorcery - Control Deal 4070 damage to foes in a line and Stun foes in a line for 4 seconds. |
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Rare | Sorcery - Control Take control of target foe creature for 15.0 seconds. (Reduced duration on powerful foes.) |
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Uncommon | Sorcery - Condition Charge forward and create a hazard that deals 4362 damage to foes inside it over 5 seconds. Foes in the hazard slide forward and have Lesser Snare. (Snare reduces movement speed.) |
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Common | Sorcery - Condition Deal 3575 damage to foes in front of you and create a hazard for 10 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Uncommon | Sorcery Create a moving hazard in front of you that deals 3,911 damage to foes inside it over 5 seconds. Foes in the hazard are pulled with the tornado. |
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Uncommon | Sorcery - Condition Create a hazard at target location that deals 6,783 damage to foes inside it for 10 seconds. Foes in the hazard have Greater Weakness. (Weakness reduces damage dealt.) |
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Rare | Sorcery - Condition Discard a random spell. Gain Greater Mana Regeneration over 6.0 seconds. |
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Common | Sorcery Deal 2812 damage to foes in a cone. Critical: Deal 100% additional damage to foes with 50% or less health. |
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Rare | Sorcery Draw a spell and lose 20.0% of your max life every second for as long as you maintain this spell. (For spells with |
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Uncommon | Sorcery For 8.0 seconds, your creature with the highest toughness gets Regenerate Lifelink, and +4/-2. (If this creature would be destroyed, it instead heals to full life and loses this effect.) |
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Common | Sorcery Deal 3878 damage to target foe, and heal for 3878. |
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Common | Sorcery - Condition Deal 1526 damage to foes in a line, then create a hazard that deals 2289 damage to foes inside it over 10 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Mythic | Sorcery Sacrifice all creatures you control and deal 2,913 damage, plus an additional 150% of their combined damage to foes around you. |
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Rare | Sorcery - Damage Over Time Deal 3561 damage over 5 seconds to foes in a cone. Affected foes will cause spread this effect to nearby unaffected foes. |
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Common | Sorcery Deal 7267 damage to a foe at target location. |
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Uncommon | Sorcery Resurrect the dead creature you control with the highest combined power and toughness at 50% of its maximum health. If you control no dead creatures, create three 1/1 Skeleton creature tokens instead. |
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Uncommon | Sorcery - Damage Over Time Deal 2398 damage, 2518 damage over 5 seconds, and apply Lesser Vulnerability to foes in a cone. (Vulnerability increases incoming damage.) |
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Uncommon | Sorcery Create a hazard at a target location that deals 3,815 damage to foes inside over 10 seconds. Sacrifice the creature you control with the lowest combined power and toughness, and if you do, this spell deals 2543 additional damage instantly. |
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Uncommon | Sorcery - Damage Over Time Deal 3128 damage over 10 seconds to foes at target location. Heal yourself for 4021 over 10 seconds as long as one or more foes are affected, plus an additional amount for each foe affected, up to 50% additional healing. |
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Rare | Sorcery - Damage Over Time Condition Deal 3,837 damage over 5 seconds and apply Greater Vulnerability to target foe. If the affected target would die before the effect expires, it spreads to another nearby foe and refreshes its duration. (Vulnerability increases incoming damage.) |
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Common | Sorcery - Control Root target foe for 2 seconds and deal 628 damage four times in a cross, centered on that target. |
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Uncommon | Sorcery - Condition Create a hazard at target location that deals 224 damage to a random target four times per second for 12 seconds. Foes in the hazard have Lesser Weakness. (Weakness reduces damage dealt.) |
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Uncommon | Sorcery Create a hazard at target location that deals 7994 damage to foes that in the area over 5 seconds. Critical: Deal 50% additional damage to foes with 50% or less health |
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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 |
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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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Rare | Sorcery Heal yourself and all allies for 600. Heal value increases by 100% per additional mana spent. (For spells with an |
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Common | Sorcery Create a hazard at target location for 8 seconds. Prevent all combat damage for allies and foes in the hazard. |
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Common | Sorcery For 8.0 seconds, the creature you control with the highest combined power and toughness gains +3/+3. |
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Uncommon | Sorcery The creature you control with the highest power deals 200% of its damage and Taunts foes at near target foe for 10 seconds. If you control no creatures, deal 1875 damage to foes near target foe instead. |
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Common | Sorcery For 6.0 seconds, you have Greater Mana Regeneration. (Gain mana faster in combat.) |
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Common | Sorcery - Condition Create a hazard at target location that deals 2907 damage to foes inside it over 5 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Rare | Sorcery - Condition For 8.0 seconds, your creature with the lowest current health percentage gains Regenerate. (If this creature would be destroyed, it instead heals to full life and loses this effect.) |
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Uncommon | Sorcery You gain 20% of your maximum health in shield for 8.0 seconds, plus an additional 3% for each point of toughness your highest toughness creature has, up to a maximum total of 50%. |
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Common | Sorcery Heal yourselves and nearby allies for 1453 and 1526 over 5 seconds. |
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Uncommon | Sorcery For 10 seconds, your strongest creature gains +0/+3 Heal that creature for 2076, and it Taunts nearby enemies for 10 seconds. If you control no creatures, gain Lesser Resistance for 10 seconds instead. |
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Common | Sorcery - Condition For 8.0 seconds, you have Lesser Swiftness, your Secondary and Utility ability recharges twice as fast, and you deal 50% additional damage with your Primary Ability. (Swiftness increases movement speed.) |
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Rare | Sorcery For 8.0 seconds, your creature with the highest toughness gains "Each time this creature is attacked, create a 1/1 Saproling token for 30.0 seconds, up to a maximum of 5. |
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Common | Sorcery Create a hazard at target location that heals allies inside it for 6228 over 10 seconds. |
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Uncommon | Sorcery For 8.0 seconds, up to three allied creatures at target location gain +6/+6, divided evenly among the number of creatures affected. |
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Common | Sorcery Create a hazard in a line in front of you that deals 8478 damage to foes inside it over 5 seconds. |
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Uncommon | Sorcery - Control Root foes at target location, them create a hazard at that location that deals 9660 damage to foes inside it over 5 seconds. |
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Mythic | Sorcery Deal 7070 damage to foes in a line. Critical: Deals 100% additional damage to foes if the total power and toughness of creatures you control is greater than or equal to 25. |
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Rare | For 8.0 seconds, the creature you control with the highest power gets +2/+0. Draw a spell. If you control a creature with 4 power more than its toughness, draw wo spells instead. |
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 |