To be used on a city being sieged by those sieging.
: Lightning Storm: Several players participating in the siege of a city gain 1 Lightning card and up to 3 sparks/ball lightnings. City defenses lose 5hp per turn.
: Hurricane: Several players participating in the siege of a city gain a spell card or a single non-dragon creature with airborne skill.
: Looming Shadow: Several players participating in the siege of a city gain 1 nightfall/eclipse and a single non-dragon darkness creature.
: Pandemic: Several players participating in the siege of a city gain one poison related card(Plague, poison, puffer fish, chrysora, parasite, the 3 scorpions)
: Tremor: Several players participating in the siege of a city gain 1 earthquake. City defenses lose 5hp per turn.
: Chaos: Several players participating in the siege of a city gain 1 pandemonium and a single non-dragon entropy creature.
: Blaze: Several players participating in the siege of a city gain 1 Rain of Fire/Firestorm. City defenses lose 5hp per turn.
: Demi: City defenses lose half of its hp.
: Overgrowth: Several players participating in the siege of a city gain one healing related card(heal, angel, empathetic bond, purify, Holy Flash). City defenses lose 5hp per turn
: Divine Punishment: Several players participating in the siege of a city gain 1 Hope and 1 Luciferance. City defenses lose 5hp
: Wrinkle in Time: Several players participating in the siege of a city gain 1 reverse time and 1 non-dragon time creature.
: Monsoon: Several players participating in the siege of a city gain 1 Flood and 1 non-dragon water creature.
To be used when being sieged by those being sieged.
: Dimension Walking: Transport up to 5 players to target city.
: Tornado: Up to 3 players are pushed up to 2 spaces away.
: Overshadow: Half the amount of damage being done to the city defenses every other turn.
: Living Dead: Resurrect up to 2 players who have been defeated in the siege to the target city.
: Sand Storm: Total damage dealt to the city defenses is reduced by 25%
: Lady Luck: Add 1 spell/permanent and 1 creature to all defending player's decks.
: Rage: Up to 5 players may attack any attacking players now.
: Anti-Gravity: No damage can be done to the city defenses for one turn.
: Nature's Gift: Heal your city defenses for 1hp per turn for every player present every other turn.
: Divine Praise: Heal your city defenses up to 25% of their maximum hp. 3 target players can only hurt your city defenses every other turn.
: Time Travel: City defenses return the the state they were at 2 turns ago.
: Blizzard: Freeze up to 5 players from being able to hurt your city defenses for 2 turns.
Field Effects. Element spells used when not in a siege.
: Alternate Plane: Create a 4 hexagon large area where players cannot duel.
: Pressure: Players in a 5 hexagon area can only perform one action.
: Pitch Black: Players in a 4 hexagon area are forced to move in a random direction, 1 hexagon away from their original spot.
: Zombie Apocalypse: All players in a 6 hexagon area must use 6 unupped skeletons in their deck.
: Magnitude: Create a 4 hexagon area on the map. All players who are, or enter this area must use 3 less pillars until the area disappears or they leave the area. Lasts for 3 turns.
: Chaotic Movement: All players in a 4 hexagon area and transported to random spots on the map.
: Heatwave: Create a 7 hexagon area. All players who are in or enter this area can only move or duel. No other actions maybe be used. Lasts 3 turns.
: Increased Gravity: Players in a 5 hexagon area can only move every other turn. Lasts 5 turns.
: Entanglement: Players in a 5 hexagon area cannot move this turn.
: Blinding Light: Players in a 5 hexagon area cannot enter any city for 3 turns.
: Time Warp: Players in a 6 hexagon area return to the tiles they were on 2 turns ago.
: Massive Freeze: Players in a 4 hexagon area cannot move or duel for 2 turns.
Each element only has one spell, but depending on when/where you use it determines it's effect. Such as when used during a siege, or when being sieged, or out on the map.