Spire of Spells
Roguelite / Deckbuilder
About
Spire of Spells is an elemental roguelite deckbuilder. You play a spellweaver climbing a tower of hostile floors, fighting turn-based card battles against cinder imps, frost wraiths and stone golems. Every victory offers a new spell to fold into your deck, so the run you finish with is never the deck you started with. There are two ways to climb: The Daily Spire, a fresh seven-node run seeded from today's date that everybody plays identically, and Towers, a six-level campaign you unlock one floor at a time.
How to Play
- Click a card to play it, then click a target enemy if the spell needs one.
- Each turn you get energy; every card costs some. Spend what you can, then end your turn and the enemies act.
- Enemy intent is shown before they move — block when a big hit is coming, push damage when it isn't.
- Block soaks damage but expires at the start of your next turn, so there's no point over-blocking a small hit.
The Four Elements
- Fire — raw damage and Burn, which keeps ticking after the card is spent.
- Frost — Block and Weak, cutting the damage enemies deal back.
- Storm — fast multi-hit spells that punish crowded rooms.
- Arcane — draw, energy and the utility that glues a deck together.
Runs and Relics
- A daily run is seven nodes: combats, a treasure cache, and a rest stop before the boss.
- Rest to heal or upgrade — you rarely get to do both, and the boss is coming either way.
- Relics are passive run modifiers. Emberheart starts every fight with +2 Strength; Arcane Cell hands you +1 energy a turn. They stack, and a good relic reshapes what your deck wants to do.
- Vulnerable makes a target take more damage — apply it before your biggest hit, not after.
Towers Campaign
- Six fixed towers, from Novice Ascent up to the Spire Summit, each on its own seed.
- Clearing a tower unlocks the next. The difficulty curve is deliberate — later towers assume you've learned to build a deck rather than collect one.
- Progress is saved in your browser, so you can climb a tower at a time.
Tips
- A thin deck is a strong deck. Every weak card you add makes it harder to draw the good ones.
- Commit to one or two elements — a deck of four is a deck with no plan.
- Read enemy intent before you spend energy. Blocking a hit you could have prevented is a wasted turn.
- The daily seed is the same for everyone, so a bad run is a puzzle, not bad luck.
Features
- 20 spells across four elements, 5 relics and 6 enemy types with distinct intent patterns
- A new seeded Daily Spire every day, with best-score, win and loss tracking
- Six-level unlock-as-you-clear Towers campaign
- Hand-painted creature art, original soundtrack and spell SFX, progress saved locally