All spells are either offensive (meaning that they directly affect the opponent or his cards) or defensive (only affect the casting champion, his owner, or other friendly cards). While some champions are immune to offensive spells, very few are immune to defensive spells.
Spells can be cast only during the phases listed on the card during your turn. Some spells can be played at any time, this will be noted on the card. In addition, all spells must have a target. For example, you can’t have your champion cast Dispel Magic if there is no spell or effect he is trying to dispel.
If card play prevents an attacking champion from continuing to fight, that champion is defeated but returns to its pool and the battle is over. Since the champion was not discarded, the defender does not get spoils of victory. Examples include the Wall of Fire, Wall of Iron, Wall of Stone, Wall of Force, and Wall of Thorns spells.
An attacking champion always has the opportunity to play a single card that will enable him to continue the battle (regardless of current combat totals), such as the Fly spell.
If card play prevents a defending champion from continuing to fight, then combat is over. The defending champion returns to the player’s pool. The defending player razes the realm, and the attacking player may draw spoils.
Dispel Magic, Spell Turning, and Reflection
These spells can be cast at any time in response to the casting of another spell. Spell Turning and Reflection work only on offensive spells; Dispel Magic is effective against offensive or defensive spells. The special power of Reflection, where it continues to reflect all spells back at the caster, works only if it is cast in phase 4 (otherwise it works exactly like a Spell Turning).