Charm Cards

NameElements|NameElements|NameElements|NameElements
SunLight
Fire
| LavaEarth
Fire
| SmokeFire
Dark
| CrossHoly
LeafAir
Nature
| FeatherHoly
Air
| FlashAir
Light
| ShadowDark
TearsWater
Emotion
| MistletoeNature
Emotion
| SnowflakeWater | StarLight
MusicEmotion
Earth
| NightmareDark
Emotion
| FlameFire | CloverNature
MirrorLight
Holy
| CloudWater
Air
| ChargeAir | ScreamDark
Emotion
Earth
WineWater
Dark
| MoonLight
Dark
| QuakeEarth | CandlesHoly
Fire
Light
IncenseHoly
Fire
| DiamondLight
Earth
| HeartEmotion | RainAir
Water
Nature

How Charms Work

Your Magic power is multiplied by the elements in the charms you have selected. So if you have three Sun cards selected, your power will be half Light and half Fire. You can also get bonuses from wearing special items. Using three Flame cards and wearing the Ring of Fire will give you the maximum amount of Fire magic. This will make your magic really strong against monsters who are afraid of fire, but it will be very bad if you are fighting a Fire Elemental!

In the wizard's challenge you have to fight charms with charms. Each element has some elements that it beats and some elements it loses to. This is like Rock-Scissors-Paper except much harder. To make it even worse most cards have more than one element on them!

I am working on a tool where you can compare cards and see which one wins...

This is the relationship between the elements (provided by Hanako).

0 means it does nothing - Earth against Earth has no effect. Earth against Nature is very weak (only 1) but Earth against Light is very strong (a big 8). So if you play Quake and your opponent plays Flash, you will win by a lot!