Spells fall into six categories. These determine during which phase of the game they can be cast. These are:
Enchantment: Spells that empower the caster's allies, protecting them with sorcerous wards and magically enhancing their fighting prowess.
Hex: The opposite of Enchantment spells, spells that weaken the enemy in some way, perhaps slowing them down or sapping their strength.
Conveyance: These spells enable Wizards to enhance movement or transport units from place to place.
Magic Missiles: These are sorcerous projectiles that the Wizard hurls at the foe. Magic Missiles can only target enemy units.
Magical Vortex: These are roiling globes of magical energy that travel across the battlefield wreaking all kinds of havoc.
Assailment: These spells are deadly attacks that strike the foe without warning.